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	<updated>2026-05-30T10:11:08Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43465</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43465"/>
		<updated>2009-04-17T07:20:03Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dubious. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Yes, if it's big enough. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but impractical.&lt;br /&gt;
&lt;br /&gt;
==Booze Bomb==&lt;br /&gt;
If you set barrels of booze on fire they explode. Can possibly be used as a complex trap.  About the only way to start a fire on demand is magma. Possibly caged fire imps, magma men, or fire snakes. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are many easier ways to kill goblins, but so very few that also set them on fire. This has numerous beneficial effects, including the annihilation of any non-metal items the goblins are carrying.&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants are not so much more useful than underground crops. [[Rope reed]] can be grown year round. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience. &lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. By definition. BUT EXTREMELY AWESOME.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.&lt;br /&gt;
&lt;br /&gt;
==[[Ice]] tower==&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull it off. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool and mine. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. &lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff. &lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Adventure Mode]] Fortress==&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
It's like the greenhouse, only instead of a farm, it's meeting hall. Prevents [[cave adaption]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. &lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles lenght from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Mega Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurised water with a short tunnel leading to a door. The door needs to be connected to a lever somwhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well on fire demons.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dorfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22466</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22466"/>
		<updated>2009-04-01T19:25:03Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Heroes and Champions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
&lt;br /&gt;
== Squads ==&lt;br /&gt;
&lt;br /&gt;
You may organize your dwarves into squads of troops through the {{k|m}}ilitary menu. Select the squad commander, then press {{k|Enter}}. Select another dwarf, and press {{k|Enter}} to add this dwarf to the first soldier's squad. When you are finished adding to a particular squad, use the {{k|Spacebar}} to end the assignments. Adding an unenlisted dwarf to a currently active squad will activate this new soldier. Adding dwarves to an inactive squad will not activate the squad.&lt;br /&gt;
&lt;br /&gt;
You may also select sub-commanders in this manner, creating an established chain of command.&lt;br /&gt;
&lt;br /&gt;
Active squads will stay close to the leader of their squad. If he takes a break to Eat or Drink, his squad will follow him.  They will also follow him back to his bed if he goes to rest or heal.  If a squad leader is hospitalized, the dwarves under his command will do nothing useful until he is healed, or a different leader is assigned.  Squads will work towards a single goal -- if attacking an group of hostiles that scatter in several directions, the entire squad will follow one hostile.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Duty Roster ===&lt;br /&gt;
&lt;br /&gt;
You must activate and deactivate your squads through the {{k|m}}ilitary menu's &amp;quot;{{k|v}}iew squad&amp;quot; sub-menu. Some dwarves will grow unhappy if left on patrol duty too long, and they will not have a chance to improve their skills. A squad that is off-duty will spar in a [[barracks]] or train at [[archery target]]s with wooden or bone bolts.&lt;br /&gt;
&lt;br /&gt;
You may wish to design outdoor training areas so that your soldiers do not fall prey to [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
=== Rations ===&lt;br /&gt;
&lt;br /&gt;
You may also specify if the squad should carry food and water, using [[backpack]]s and [[waterskin]]s respectively, using the military menu.&lt;br /&gt;
&lt;br /&gt;
== Soldier classes ==&lt;br /&gt;
&lt;br /&gt;
Every weapon has an associated skill. Soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.&lt;br /&gt;
&lt;br /&gt;
=== [[Marksdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== [[Speardwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in pierce damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== [[Axeman|Axedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in slash damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually causing them to bleed to death on the ground. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== [[Swordsman|Swordsdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Swordsdwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== [[Hammerman|Hammerdwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== [[Maceman|Macedwarves]] ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.  Assuming none of your weaponsmiths have a preference for maces, hammers are slightly better, since the hammer skill is also used by a marksman who has run out of bolts (he bashes enemies with his crossbow.  This is the only time when it's good to have a metal crossbow, by the way.)&lt;br /&gt;
&lt;br /&gt;
=== [[Wrestlers]] ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks, so it can be useful even for a dwarf with a weapon equipped. Wrestlers are much weaker than any other soldier type, but forcing powerful opponents to wrestle can exhaust them and make them easy prey for other soldiers.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill will be improved somewhat even while practicing with a weapon.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign work [[dog]]s to them.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, and don't wish them to be locked into the military, transfer them out. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and continue training there; the attribute bonuses from gaining each weapon skill do stack. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
Heroes will gain a special job title related to their weapon proficiency (Hammer Lord, Axe Lord, etc.) Champions will use Champion as their job title regardless of weapon proficiency.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10699</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10699"/>
		<updated>2009-04-01T19:21:16Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Activity zones''' are areas in which [[dwarves]] are instructed to perform specific tasks, such as [[fishing]], [[dumping]] objects, or collecting [[water]].  While activity zones are necessary for the performance of certain tasks, such as collecting [[sand]], they can also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior.&lt;br /&gt;
&lt;br /&gt;
Activity zones can be placed in any [[revealed tile]], including in [[open space]] (over the [[chasm]] or a [[river]], for instance), or on top of a [[building]] or [[stockpile]].  (If any tile is impassable or unreachable, however, that portion of the zone will go unused.)  They are placed in the same manner as stockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).&lt;br /&gt;
&lt;br /&gt;
The location of a zone is only visible while in the Zones menu, and any object lying on the ground will hide the presence of a zone tile.  [[Building]]s, [[stockpile]]s, [[construction]]s, and even rock walls will not obscure zone tiles, even though they may sometimes make them inaccessible.&lt;br /&gt;
&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the Zones menu.  When hovering over the activity zone, you may tap {{k|a}} to enable or disable the zone.  Disabling a zone will not cancel any existing job that involves that zone, but no further jobs related to it will be created while it is disabled.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
[[Water]] source zones are areas in which dwarves will look for water to fill [[bucket]]s, [[waterskin]]s, or to drink. If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]], [[river]], or [[channel]] full of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to [[fish]].&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
If you do not designate fishing zone(s), any dwarves with the fishing [[labor]] enabled will still go off to in any fish-bearing body of water, although they may choose to fish in an area very distant from the fortress, which may also expose them to dangerous wildlife.&lt;br /&gt;
&lt;br /&gt;
== Garbage Dump ==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw items* designated by using {{k|k}} then {{k|d}} for single items at a time, or {{key|d}} then {{key|b}} then {{key|d}} to designate a larger area to be dumped. Garbage dumps are not the same as [[refuse]] stockpiles, where rotting items and animal corpses go. On the other hand, dumping items does use the refuse [[hauling]] job and are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders''). Most notably, dwarves will not dump items that are outside unless you allow them to ({{k|o}}-&amp;gt;{{k|r}}-&amp;gt;{{k|o}}).&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively empty plot of land or adjacent to a cliff face or hole. If a garbage zone is designated beside a [[cliff]] or hole (both natural or dwarf made) garbage will be thrown off/in the z-space. Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or [[pit]]), not onto an [[open space]].&lt;br /&gt;
Items dumped into a [[chasm]] or [[magma]] (provided they are not [[magma safe]]) will disappear permanently. Otherwise, any number of dumped items will fit even in a 1x1 square{{version|0.28.181.40d}}; this can be used as a [[stone management]] [[exploit]].&lt;br /&gt;
&lt;br /&gt;
Once items are dumped they are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; dwarves will actually ''destroy'' cave spider [[silk]] webs instead of hauling it.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific [[creatures]].  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to toggle whether it is a pit or pond with the key {{key|f}}.  You may also specify [[animals]] you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
[[Sand]] collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
Sand can only be collected from biomes that are sand, yellow sand, white sand, black sand, or red sand. Sandy clay, sandy loam, and the like are not sufficient. It's worth noting that having a stockpile on the space containing sand apparently does not stop a dwarf from gathering sand, even if there are items on it.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off. Big meeting hall filled with idle dwarves quickly increases social skills of idlers which may give them attribute boosts. It makes idle dwarves a little less idle, and makes selecting replacement [[broker]] (if old one dies) easier.&lt;br /&gt;
Be warned that having dwarves socialize will result in them becoming friends. This is often considered negative due to the extreme happiness penalties implicit in having a friend die, and can make your fortress much more vulnerable to [[tantrum]] spirals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16023</id>
		<title>40d:Sliver barb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sliver_barb&amp;diff=16023"/>
		<updated>2009-03-26T16:25:57Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color=#660|seed_color=#f00|character=τ|name=Sliver barb|seed=Sliver barb Seed|edible=No|cookable=No|alcohol=[[Gutter cruor]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Aboveground dry not freezing evil|uses=&lt;br /&gt;
* sliver [[dye]]&lt;br /&gt;
* [[alcohol]]&lt;br /&gt;
|other_products=&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;''None''&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sliver barbs'''&lt;br /&gt;
&lt;br /&gt;
Sliver barb can be brewed into [[gutter cruor]], which is a low value [[alcohol]], and can also be milled into sliver [[dye]] at a [[mill]] or [[quern]].  Sliver barbs are present only in evil [[biome]]s, and since friendly civilizations won't spawn in evil areas, this means that the only way to obtain sliver barbs is to embark in an evil area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 1&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Black&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
*[[The clothing industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6539</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6539"/>
		<updated>2009-03-25T19:20:25Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using only [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]], it will jam if any non-ranged weapons are included.&lt;br /&gt;
&lt;br /&gt;
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders.&lt;br /&gt;
&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
&lt;br /&gt;
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45776</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45776"/>
		<updated>2009-03-18T21:28:22Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a quick guide to running a '''meat and related goods industry'''. If you decide to base your economy off such then keep in mind that animals are not a reliable material source - the amount available depends on the breeding rate of your tame animals, the spawning of wild animals, and/or the amount of leather that traders bring.&lt;br /&gt;
&lt;br /&gt;
Note that the meat industry involves many materials which can [[rot]] and so requires slightly more micromanagement than other [[industry|industries]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Summary''': Obtain some animals; kill and butcher them to obtain bones, meat, fat and raw hides; the bones and meat can be used immediately but the hide needs to be tanned into leather and the fat needs to be processed into tallow; finally cook the tallow into a meal, and craft the leather into an end product. &lt;br /&gt;
&lt;br /&gt;
== Animals ==&lt;br /&gt;
There are several sources for obtaining [[animal]]s, outlined below. Alternatively you can skip that business and just [[trade]] directly for [[leather]]. You'll miss out on [[meat]], [[fat]], and [[bone]]s though.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
''Requires: A [[trading depot]], a [[Outpost broker|trader]], a [[merchant]], and some [[Finished goods|tradeable goods]]''&lt;br /&gt;
&lt;br /&gt;
You can purchase both animals and leather from a merchant. Animals can either be kept for breeding (see [[#Breeding|''Breeding'' below]]) or butchered immediately (see [[#Butchering|''Butchering'' below]]).&lt;br /&gt;
&lt;br /&gt;
If you wish to import leather in sufficient quantity to keep your [[leather worker]]s occupied year-round, then you should request leather to be imported from the the trading [[liaison]]s. It is reccomended that you request every type of leather at low priority in order to ensure the merchant comes back with a large quantity next year. You can only buy leather from [[human]]s and [[dwarf]] caravans{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Hunting ===&lt;br /&gt;
''Requires: A [[hunter]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: A [[dog]] (or three), leather [[armor]], and a [[weapon]] - preferably a [[crossbow]], [[quiver]], and [[bolts]]''&lt;br /&gt;
&lt;br /&gt;
It should be noted that hunters will ignore some wildlife, e.g. [[zombie]] [[groundhog]]s. Depending on where you settled your [[fortress]], your [[biome]] may have no wildlife at all. &lt;br /&gt;
&lt;br /&gt;
After equipping him or herself, a dwarven hunter will make a beeline towards the nearest wild animal and attempt to kill it, regardless of whether it is one amongst a large pack of hostile creatures{{verify}}. Upon killing the beast the dwarf will carry the [[corpse]] to the closest [[refuse]] [[stockpile]]; the nearest meeting area if no stockpile exists; or to the site of your original [[wagon]] if no meeting area has been defined {{verify}}. Once he has deposited the corpse it will be ready for butchering (see [[#Butchering|''Butchering'' below]]). &lt;br /&gt;
&lt;br /&gt;
If the hunter kills other animals on his return journey while defending himself then those animals will not be carried indoors. To avoid wasting them you need to change your general {{k|o}}rders to &amp;lt;tt&amp;gt;Gather refuse from outside&amp;lt;/tt&amp;gt; (note that selecting this option may have undesirable side-effects).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If so desired, you can order your active soldiers out to kill animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This is particularly useful if a large herd appears and you want to get them all before they emigrate to less blood-soaked pastures; be prepared to process them all, however (see below)&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
&lt;br /&gt;
It is also possible to catch animals through judicious use of [[cage trap]]s. This, of course, involves building cage traps where animals will walk. Once they are trapped the caged animal (or [[invader]]) will be delivered to an animal stockpile and the trap will be reset with a fresh cage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species, not in cages, and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cages]] and [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species are not currently in [[cage]]s then sooner or later the male will impregnate the female, regardless of distance, physical obstacles, number of males (beyond the first), and even ownership. It is theorised that creatures in the dwarf fortress universe propagate via some kind of spores with built in homing devices and, in some cases, microscopic [[pickaxe]]s. Either that, or telepathy. But everyone knows there's no such thing as telepathy!&lt;br /&gt;
&lt;br /&gt;
Caged animals will not breed, although animals on a [[restraint]] will.  It is recommended that you rope down all your livestock near your [[butcher's shop]], as a large number of free-roaming animals will reduce your game speed. Additionally it reduces the amount of time it takes butchers to track down and retrieve animals they are to slaughter.&lt;br /&gt;
&lt;br /&gt;
For the same reasons as above, it is recommended that you cage all your young because the neither breed nor give the same amount of bones, meat, and fat as adults. Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not affect processor speed.&lt;br /&gt;
* Distinguishing between breeding animals and butcherable livestock is easier when clearly separated.&lt;br /&gt;
* Caged cats cannot adopt owners (thus decreasing the chances of a [[catsplosion]]).&lt;br /&gt;
* You can define a [[zoo]] from a cage, increasing overall fortress wealth, dwarven happiness, etc..&lt;br /&gt;
&lt;br /&gt;
Using cage traps judiciously can sometimes snag you a breeding pair of a wild animal. Tame something unusual and start something crazy, like an [[alligator]] farm!&lt;br /&gt;
&lt;br /&gt;
== Butchering ==&lt;br /&gt;
''Requires: A [[butcher's shop]], a [[butcher]], and either a stray tamed [[animal]] marked for slaughter or one killed by a hunter''&lt;br /&gt;
&lt;br /&gt;
Once an animal has been killed by a hunter you only have a limited amount of time to butcher the corpse before it rots. If your butcher is distracted by other tasks this is quite impossible. &lt;br /&gt;
&lt;br /&gt;
By default a [[butcher's shop]] will automatically queue &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; whenever an animal corpse is available, or &amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; for stray animals marked for slaughter. Once butchered the animal will yield one skull (even [[hydra]]s), one raw hide and a number of meat pieces, bones, and chunks - the amount depending on the animal type. The skill of the butcher only affects the time taken for &amp;lt;tt&amp;gt;Butcher animal&amp;lt;/tt&amp;gt; task (&amp;lt;tt&amp;gt;Slaughter animal&amp;lt;/tt&amp;gt; occurs in the blink of an eye), not the amount produced nor the quality.&lt;br /&gt;
&lt;br /&gt;
Meat and fat goes to your food stockpile. Bones, chunks and raw hides go to the refuse stockpile. Chunks have no use and should be left to rot to nothingness, but you would be well put to create custom stockpiles for hides next to your tanner's shop (see [[#Tanning|''Tanning'' below]]), for bones next to your craftdwarves workshop (see [[#Bone carving|''Bone carving'' below]]), and changing the settings on your main refuse pile to not accept bones and hides.&lt;br /&gt;
&lt;br /&gt;
If the animal is butchered just before it rots, the products of the animal MAY not rot. It is unknown whether the time of rotting for butchering products is based on the time of death of the animal or the time of production of the butchering returns.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Overdrive ===&lt;br /&gt;
&lt;br /&gt;
In some instances - most notably, after [[rhesus macaque]] invasions, or killing some other large herd with your soldiers - you may find yourself with more bodies and [[severed body part]]s than you can process. In this case it is a good idea to set up some temporary extra butcher and tanners' shops (and butchers and tanners) to process them all before they rot.  Butchers are more important because their workshops have a tendency to get crowded really quick.&lt;br /&gt;
&lt;br /&gt;
== Using the animal products==&lt;br /&gt;
Animal products can support several industries within the fortress: they provide meat and fat for cooking, leather for clothing and armor, and bones for armor, ammunition, and trade goods.  The [[value]] of an animal product is multiplied by the animal's modvalue, so items made from common animals are less valuable than items made from rare animals like a [[giant cave spider]] or a [[dragon]].  An animal's modvalue can be found in the creature raw files. &lt;br /&gt;
&lt;br /&gt;
===Bone carving===&lt;br /&gt;
''Requires: [[Bone carver]], [[craftdwarf's workshop]], and some [[bone]]s and [[skull]]s''&lt;br /&gt;
&lt;br /&gt;
Butchering an animal produces quite a few bones and a skull. By setting up a craftdwarf workshop near your abbatoir you can turn these into useful products, such as bone bolts for your [[archer]]s to practice with.&lt;br /&gt;
&lt;br /&gt;
The only useful thing to do with a skull is turn it into a [[totem]] for [[trading]]. Note that totems do not fall under any category in the &amp;quot;Move trade goods to depot&amp;quot; screen, and so you need to {{k|s}}earch for them.&lt;br /&gt;
&lt;br /&gt;
===Meat and fat===&lt;br /&gt;
''Requires: a [[cook]], a [[kitchen]], and some [[meat]] or [[fat]]''&lt;br /&gt;
&lt;br /&gt;
[[Fat]] can be rendered into [[tallow]] at a [[kitchen]], and then used as an ingredient in meals; if you feel particularly enterprising and have wood on your map, you can instead make the tallow into [[soap]] for constructions or trade. Meat can be eaten raw, or used as an ingredient.&lt;br /&gt;
&lt;br /&gt;
=== Tanning ===&lt;br /&gt;
''Requires: a [[tanner]], a [[tanner's shop]], and [[raw hide]]''&lt;br /&gt;
&lt;br /&gt;
As with the butcher's shop, the tanner's shop will queue &amp;lt;tt&amp;gt;Tan raw hide&amp;lt;/tt&amp;gt; automatically (by default), the tanner's skill has no affect on quantity nor quality of the leather produced, and the task is time-sensitive because of rot.&lt;br /&gt;
&lt;br /&gt;
It is quite sensible to have a single dwarf as both the butcher and tanner, as you will never need to begin tanning until you finish butchering. You could also make this same dwarf your leatherworker. It may be advisable (or not) to simply ensure that there are ''no'' stockpiles that will accept Fresh Raw Hides and to have the tanner's shops in the immediate area of the butcher's shop-if fresh raw hides can be stockpiled in any refuse shop, they will instantly be designated for hauling to the appropriate stockpile. Ensuring that raw hides will not be stockpiled means that they will be available for tanning fresh off the former owner.&lt;br /&gt;
&lt;br /&gt;
Once a hide has been tanned it goes into the leather stockpile.&lt;br /&gt;
&lt;br /&gt;
=== Leatherworking ===&lt;br /&gt;
''Requires: A [[leather works]], a [[leatherworker]], and a [[tanned hide]]''&lt;br /&gt;
&lt;br /&gt;
Once you have tanned hides, whether created yourself or bought from a merchant, you can use them to produce leather goods at the [[leather works]].&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
''Worker type / Labor''&lt;br /&gt;
&lt;br /&gt;
*[[Ambusher]] / [[Hunting]]&lt;br /&gt;
** A [[crossbow]] or other [[weapon]]&lt;br /&gt;
** [[Bolts]], [[quiver]]&lt;br /&gt;
** Leather [[armor]]&lt;br /&gt;
** [[Cross-training|Stats buffing]]&lt;br /&gt;
** [[Archery target|Archery practice]]&lt;br /&gt;
&lt;br /&gt;
*[[Soldiers]]/[[Military]]&lt;br /&gt;
**[[Soldiers]]&lt;br /&gt;
**Some form of [[armor]]&lt;br /&gt;
**Any [[weapon]]&lt;br /&gt;
&lt;br /&gt;
*[[Cage trap]]ping&lt;br /&gt;
** [[Mechanic]]&lt;br /&gt;
** [[Mechanic's workshop]]&lt;br /&gt;
** [[Mechanisms]]&lt;br /&gt;
** [[Cage]]s&lt;br /&gt;
&lt;br /&gt;
*Breeding&lt;br /&gt;
** [[Animals]]&lt;br /&gt;
** [[Cages]]&lt;br /&gt;
** [[Restraint]]s&lt;br /&gt;
&lt;br /&gt;
*Processing&lt;br /&gt;
** [[Butcher]] / Butchery&lt;br /&gt;
*** [[Butcher's shop]]&lt;br /&gt;
** [[Tanner]] / Tanning&lt;br /&gt;
*** [[Tanner's shop]]&lt;br /&gt;
** [[Leatherworker]] / Leatherworking&lt;br /&gt;
*** [[Leather works]]&lt;br /&gt;
** [[Bone carver]] / Bone carving&lt;br /&gt;
*** [[Craftdwarf's workshop]]&lt;br /&gt;
** [[Cook]] / Cooking&lt;br /&gt;
*** [[Kitchen]]&lt;br /&gt;
*** [[Barrel]]s&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Industry]]&lt;br /&gt;
&lt;br /&gt;
{{Workshops FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4369</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4369"/>
		<updated>2009-03-05T11:10:12Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift liquids ([[water]] or [[magma]]) from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a [[block]], and a [[pipe]] section. The light green X must be next to the liquid source and the dark green X is where the liquid exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, one of its tiles must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* A hatch on the input tile makes a useful on/off switch.&lt;br /&gt;
* The front pump tile is on the output side.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks liquids flow.  The rear of the pump does not block flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually and even to buid it.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can&amp;lt;!-- argh! It's &amp;quot;cannot,&amp;quot; not &amp;quot;can not&amp;quot;! They mean opposite things!--Savok --&amp;gt;not push liquids up additional Z-levels.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls.&lt;br /&gt;
* Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of [[magma-safe]] materials, unless the open tile is going to be submerged in magma. Exception: Wooden parts [[wear]] out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pumping up multiple levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
The easiest way to do this is to stack the pumps directly on top of each other in alternating directions. I.e. the first one pumps North to South, the one directly above it pumps South to North, the next one above that pumps North to South, ad finitum.&lt;br /&gt;
&lt;br /&gt;
You can transmit power to each pump by simply channeling out the floor at the front.&lt;br /&gt;
&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the '''missing floor''' tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
It was also recently discovered that stacked screw pumps can move water up multiple Z-levels without being encased in walls without allowing a significant amount of water to escape.&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternative uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Screwpump-desalination.png|thumb|An example of how to desalinate water. Single-tilde water is salty, double-tilde water is pure.]]&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions. However, if desalinated water comes into contact with saltwater, or passes through a saltwater [[aquifier]] level (even if it has been walled off), the water will be ''re''salinated.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18675</id>
		<title>40d:Farm plot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farm_plot&amp;diff=18675"/>
		<updated>2009-01-26T11:00:42Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''farm''' is a building that allows [[dwarf|dwarves]] to grow [[plant]]s from [[seed]]s. Plants can be used for [[food]] or to [[brew]] [[alcohol]]. Farms built [[outside]] have completely different crops to farms built inside. &lt;br /&gt;
&lt;br /&gt;
In large fortresses, a farm is the most compact way of producing food. Early forts can subsist with [[herbalist]]s collecting plants from [[bush]]es outside  but that is  insufficient to support large populations. (Note that plants gathered by herbalist can be processed for the seeds necessary to set up an outside farm.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[crops]] for details on the conditions needed to grow the available plants.&lt;br /&gt;
&lt;br /&gt;
== Building the farm plot ==&lt;br /&gt;
Farm plots must be built on a suitable location and require a dwarf with the [[grower|farming (fields)]] skill enabled to prepare.&lt;br /&gt;
*Farms can be built on [[soil]], [[sand]], [[Soil|silt]], [[clay]] or [[loam]]. &lt;br /&gt;
*To build a farm on [[rock]] you must first make it [[mud|muddy]] by [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Where farms can't be built:&lt;br /&gt;
*Over [[Tree|trees]], saplings, [[Shrub|shrubs]], [[Boulder|boulders]] or constructed objects (roads, floors, etc). (Constructed floors, however, are acceptable if muddy).c&lt;br /&gt;
&lt;br /&gt;
To place a farm plot enter the {{K|b}}uild menu and select farm {{K|p}}lots. Use the {{K|u}} and {{K|k}} keys to expand the width and height of the plot, and {{K|m}} and {{K|h}} to decrease the size. When the plot is the desired size, and in the right position, pressing {{K|Enter}} will place it. A free dwarf with the [[grower]] skill should then start clearing out any rubble or other impediments away from the farm plot. Trees inside the plotted area must be cleared by a [[wood cutter]] before you lay it out or that tile will be skipped. Shrubs and saplings must also be cleared beforehand, even already dead ones. Living shrubs may be gathered by an herbalist while dead shrubs and saplings may be cleared by dwarves repeatedly walking over the area. Boulders may not be plotted over at all, even after smoothing.&lt;br /&gt;
&lt;br /&gt;
==Growing plants==&lt;br /&gt;
See [[Farming#Planting|farming]].&lt;br /&gt;
&lt;br /&gt;
== Suggested size ==&lt;br /&gt;
A 10x20 plot should, with several dedicated farmers, provide enough food to feed a full 200-dwarf fortress. Much smaller plots can serve smaller forts, and if you supplement them with [[herbalist|plant gathering]], [[hunting]], [[fishing]], or [[trade|trading]] they can become smaller to the point of non-existence. &lt;br /&gt;
&lt;br /&gt;
Try to leave a little extra space in [[underground]] farm rooms for farmers to stack spare boulders. Stones that get moved under [[door]]s in a farm will keep them open, causing potential flooding problems if you need to [[irrigation|irrigate]].&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
If you build a farm plot and the majority, but not all of the tiles are underground, the plot will be an underground plot, but will be completely unusable. There's no notification of any sort to tell you this and it'll just look like your farmers are lazy. If your farmers stop working check and see if you accidentally channeled above it. This may also happen to a plot which is primarily above ground/outside, but has at least one tile that is underground/dark.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Farming]], for a complete guide&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Tile_attributes|Tile Attributes]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Agriculture]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24501</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24501"/>
		<updated>2009-01-22T04:50:04Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Armed Civilians 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
There are two important things to consider when designing defenses for your fortress.  First, you must protect the fortress itself.  Second, protecting your [[dwarves]] is also often a priority.  These two goals can often be rather divergent, as without careful planning your dwarves may wander the open countryside to collect herbs, cut trees, hunt, fish, or otherwise just enjoy nature, and while outside your fortress are vulnerable.  &lt;br /&gt;
&lt;br /&gt;
==Entrance design and traps==&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering [[Trap|stone fall traps]] or [[Trap|cage traps]] in your entrance. More care is needed when placing [[ballista]]s or [[catapult]]s as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
===Fortification based entrance designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt;  - pit (filled with spikes, [[water]], [[magma]], whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;@&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
{{qd|cols=27&lt;br /&gt;
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|═|═|╦|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|2|2|2|═|╦|═|═&lt;br /&gt;
|+|@|╬|\|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|1|1|1|\|╬|@|+}}&lt;br /&gt;
{{qd|cols=27&lt;br /&gt;
|+|@|╬|\|+|\|\|+|\|\|\|+|\|\|\|+|\|\|\|+|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|\|+|+|+|\|╬|@|+}}&lt;br /&gt;
{{qd|cols=27&lt;br /&gt;
|+|@|╬|\|\|+|\|\|\|+|\|\|\|+|\|\|\|+|\|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|@|╬|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|╚|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╬|╗|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|+|@|@|@|@|@|@|@|@|@|@|@|@|@|@|@|╬|\|+|+|+|\|╬|@|+}}&lt;br /&gt;
{{qd|cols=27&lt;br /&gt;
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╗|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|+|+|+|\|╬|@|+}}&lt;br /&gt;
{{qd|cols=27&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|+|+|+|\|╬|@|+&lt;br /&gt;
|█|█|█|█|█|█|█|█|█|█|█|█|█|█|║|+|+|@|╬|\|3|3|3|\|╬|@|+}}&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your [[trade depot]] before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract [[bridge]] 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; design ===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
|═|═|═|═|═|║|+|+|+|║|═|═|═|═|═&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}&lt;br /&gt;
&lt;br /&gt;
Note that in this diagram, the fortress interior is to the West, and the enemy forces come from the East. Furthermore, it is somewhat stylized - the dwarves on the bridge with the [[fortification]]s are one level above the [[goblin]]s and [[troll]]s and such. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling especially nasty, make the tunnel really long into the mountain and build a [[ballista]] behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
===Flooded entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two [[screw pump]]s and two [[Gear assembly|gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with [[water]] or [[magma]] for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;═&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - ramp&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;╬&amp;lt;/tt&amp;gt; - fortification&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=30&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╦|═|═|═&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▀|{{qd/ch{{!}}\{{!}}CCC}}&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|╬|◄|═|«&lt;br /&gt;
|E|n|t|r|a|n|c|e|+|+|+|+|+|+|+|+|+|+|+|+|▼|\|\|\|\|\|║|▐|▄|/&lt;br /&gt;
|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|═|╩|═|═|═}}&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
===Tar Baby===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do.  Put a puppy on a chain in some random spot outside, build a few columns around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
==Defending your dwarves==&lt;br /&gt;
&lt;br /&gt;
The best way to prevent dwarves outside from being ambushed and slaughtered by hostile creatures is to keep them from going outside.  Unfortunately, there are valuable commodities like wood which are hard to acquire inside.  &lt;br /&gt;
&lt;br /&gt;
The next best thing is to provide defenses which protect your dwarves while outside.  On the truly labor intensive end, you can fully enclose areas of wilderness you wish to utilize in walls or behind moats with the only access being from within your base.  While faster, the moat is less effective because it can be seen over, and unless the area beyond the moat also has no access to any entrance to the fortress (and no dwarves) you will still be vulnerable to archers.  Hostile creatures, even 'invisible' ones like ambushers, start at map edges and travel across the map - they will only spawn in regions where they can path to a dwarf.  By controlling which areas have access to paths to dwarves, you can force all hostile forces to appear in predictable and limited areas.  Basically, creating artificially constrained outdoors areas for dwarves to work in is like keeping your dwarves inside - you're only vulnerable while establishing the defense system, afterward its part of the fortress for most purposes.&lt;br /&gt;
&lt;br /&gt;
Another options for outside defenses is scattered traps.  Most hostile forces will flee if they take enough casualties, and stone-fall traps can be quite damaging to goblins and are easy to set up.  Cage traps work even on [[Bronze colossus|Bronze Colossi]] and [[Dragon]]s.  You just have to make sure your dwarves working outside actually stay near your traps - a fisherdwarf who goes wandering screens away from the nearest trap is not protected.&lt;br /&gt;
&lt;br /&gt;
[[Dog|War dogs]] can also be assigned to dwarves who go outside frequently.  Then when the dwarf encounters danger, the war dog runs at the danger while the dwarf runs away from it.  Unfortunately, war dogs can't be reassigned once they are assigned.  To get around this, have the dwarf you want to be guarded train the dog.  (Dogs follow the one who trained them until they are assigned.)&lt;br /&gt;
&lt;br /&gt;
Finally, a sufficiently large military could be used as a reactive force to rescue ambushed dwarves.  The disadvantages are many - soldiers must physically move to the conflict zone which may be many screens away from the nearest entrance to your fortress, by which point dwarven lives may have already been lost.  And while squad organization may make ordering a large army easier, a squad commander who is sleeping, eating, or drinking prevents his entire squad from responding.  At best, an army should be considered supplemental for defending dwarves outside your fortress.&lt;br /&gt;
&lt;br /&gt;
==Armed civilians==&lt;br /&gt;
&lt;br /&gt;
Sometime you will embark in an area devoid of (huntable) wildlife. &lt;br /&gt;
In that case, you can turn on the hunting skill for all civilians and use the [m]ilitary menu to arm (and more importantly, armor and shield) them. Normally turning on hunting will cause dwarves to wander outside looking for wildlife, and turning it on on all your dwarves would delay your economy greatly. But without wildlife, no hunting jobs are generated.&lt;br /&gt;
&lt;br /&gt;
[[Human]] trader: &amp;quot;Please, do not kill us, just take our goods and let us go!&lt;br /&gt;
&lt;br /&gt;
[[Mayor]]: &amp;quot;Kill you? We've just come to trade with your caravan.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Why is it, then, that you have us surrounded by 200 soldiers the moment we arrive?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;They're not soldiers. They're civilians.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Civilians, eh? Civilians clad in full steel and armed to the teeth. You expect me to believe that? Come on you sadist, just get it over with and kill us now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;We're... [[Hunter]]s.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Human trader: &amp;quot;Hunters. Right. You know as well as I do that nothing bigger than a [[fluffy wambler]] lives in these lands.&lt;br /&gt;
&lt;br /&gt;
Mayor: &amp;quot;Yes. That is... very convenient!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armed Civilians (Gobbo Season Open!==&lt;br /&gt;
It can be a fairly decent idea to keep mass numbers of cheaply-made crossbows and bolts on hand and all expendable dwarves in one mass military squad set to use crossbows (and leather armor, if you have enough). What dabbling marksdwarves lack in speed and accuracy, they more than make up for with incredible enthusiasm, as a hailstorm of pathetically-aimed bolts will tear over anything stupid enough to move. Not really as useful as properly-emplaced marksdwarves with high skill, but a good emergency measure, especially if you keep your craftsdwarves busy churning out cheap ammo.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Defense guide]] for a complete guide&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:Stub]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Art&amp;diff=44166</id>
		<title>40d:Art</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Art&amp;diff=44166"/>
		<updated>2009-01-21T22:00:06Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Art is a generic term for a way of recording history. You can order your dwarves to create art by ordering them to [[smooth]] and [[engrave]] stone walls, or to sew a [[cloth]] or [[leather]] image. Art images also appear on [[coins]].&lt;br /&gt;
&lt;br /&gt;
Art records your fortress's history, such as when your dwarves were [[siege|besieged]] by [[Boatmurdered|bloodthirtsy]] [[elephants]].&lt;br /&gt;
&lt;br /&gt;
Ordinarily, simply inspecting a piece of art only shows what the art is of. If you are in Adventurer mode, or if the option is enabled in the init.txt file, inspecting a piece of art gives a history of what it depicts, including the names of those depicted.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Art from previous fortresses or NPC races can be seen and appreciated. Use {{K|l}} to look around, then {{K|a}} over an engraving you want to look at. For [[cloth]] tapestries, you can see their description from your inventory.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3007</id>
		<title>40d:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_cutter&amp;diff=3007"/>
		<updated>2009-01-19T04:46:20Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(255,255,0)&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| speciality = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood Cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
}}&lt;br /&gt;
A '''wood cutter''' cuts down [[tree]]s to create logs.&lt;br /&gt;
&lt;br /&gt;
To employ a wood cutter, give him the [[wood cutting]] labor, and [[Designations|designate]] some trees for logging.  An [[axe]] is needed to perform this job.&lt;br /&gt;
&lt;br /&gt;
This skill increases rapidly. With an ample supply of trees, a dedicated wood cutter who does not do his own wood [[hauling]] can reach legendary status in well under a year, and can singlehandedly meet the lumber needs of most types of fortresses. A single [[dwarf]] can also function well as a dedicated wood cutter ''and'' [[Plant gathering|plant gatherer]], provided that this dwarf is not your sole food provider. It may be worthwhile to give him some points in [[axedwarf]], making him a decent soldier if necessary.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot have both the Mining and Wood Cutting labors enabled, as doing so would require them to dual-wield an axe and a pick. Setting dwarves which must work outside to Wood Cutting can be a good idea, as it means they will carry axes with them at all times-though this also means that they will usually interrupt anything they're doing to go chop trees.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19341</id>
		<title>40d Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noise&amp;diff=19341"/>
		<updated>2008-09-23T04:01:47Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Other sources of noise ==&lt;br /&gt;
Any information on whether fighting causes noise? [[User:Zardus|Zardus]] 02:22, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know if dwarves just walking about causes noise? [[User:Yvain|Yvain]] 06:31, 5 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I can't say for certain now, but I am certain that they did not in the old version. --[[User:Savok|Savok]] 22:50, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do machines make noise? --[[User:Juckto|Juckto]] 07:06, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How about things like doors opening and floodgates being activated? Kinda falls under &amp;quot;machines&amp;quot; but eh. --[[User:Kefkakrazy|Kefkakrazy]] 00:01, 23 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Diagonal Z-Noise ==&lt;br /&gt;
How does the Z-direction work with noise in terms of diagonals?  If my bedrooms are two layers down, can they be closer than they would be if they were one layer down?  Or is noise effectively a cylinder where the nearby squares aren't feasible even when down 3 layers?&lt;br /&gt;
&lt;br /&gt;
I'm not sure how old this comment is, but this is actually brings up a good question.  Has anyone actually verified that noise still radiates in a diamond pattern?  Rooms used to &amp;quot;radiate&amp;quot; in diamond patterns, but they now expand like a square.  Could noise have been modified similarly?  If noise does move diagonally, a workshop would produce a noise cube with dimensions 9x9x9. --[[User:Marble Dice|Marble Dice]] 23:29, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
On second thought it would probably look like a pyramid with square cross-sections and a base that was 9x9, which seems to be what the article suggests.  I'll have to try and find some room to verify this behavior in my current fortress. --[[User:Marble Dice|Marble Dice]] 23:37, 18 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I tested this by stopping all mining, catapults, training, etc, and every workshop except one.  I placed beds in places I wanted to check for noise.  Here's a list of my results in (X, Y, Z) co-ordinate pairs.  Assume the workshop's center tile is the origin (0, 0, 0).  Positive X is east, negative Y is south, and negative Z is down.&lt;br /&gt;
&lt;br /&gt;
:* (+5,  0, 0) = No&lt;br /&gt;
:* (+4, -4, 0) = Yes&lt;br /&gt;
:* (+5, -4, 0) = No&lt;br /&gt;
:* (0, 0, -4) = Yes&lt;br /&gt;
:* (+1, 0, -4) = Yes&lt;br /&gt;
:* (+4, -4, -4) = Yes&lt;br /&gt;
:* (+5, -4, -4) = No&lt;br /&gt;
&lt;br /&gt;
:Dwarves get a thought about where they're sleeping when they crash (slept without a proper room, in a good bedroom, etc), but they don't get a thought for noise until they wake up.  I assume this is because there are three tiers to the noise thought: uneasily, very uneasily, and was woken up by.  I'd hazard a guess as jobs happen, applicable nearby sleeping dwarves will &amp;quot;accumulate&amp;quot; noise until they wake up.  If they pass a certain threshold, they wake up prematurely and get the most severe negative thought.  Otherwise, they get &amp;quot;uneasily&amp;quot; or &amp;quot;very uneasily&amp;quot; when the wake normally, based on how much noise they accumulated.  Perhaps noise has both a loudness (how much it increases the dwarf's counter) and a range, or maybe longer range noises increase the counter more, or maybe all noise is the same loudness and it's just a matter of the number of noise events a dwarf hears while sleeping.  It seems reasonable to me, but I've no way to test it.  Not sure if any of this additional information belongs in the main article or not. --[[User:Marble Dice|Marble Dice]] 22:26, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== distances ==&lt;br /&gt;
&lt;br /&gt;
gee, no wonder my dwarves are all upset by noise - 16 squares from anywhere a chair is being moved in is a long way! Here I was being worried about how close the masons' workshop is, when my problem all along was I keep building doors, beds and things just next door.&lt;br /&gt;
&lt;br /&gt;
I think that is broken personally - building furniture should be treated way differently to building a workshop! Building a workshop I can understand being heard easily for 16 squares, but destroying/building a chair, table or bed should be pretty much cut out at 4 squares.[[User:GarrieIrons|GarrieIrons]] 05:55, 13 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_crafter&amp;diff=17908</id>
		<title>40d:Wood crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_crafter&amp;diff=17908"/>
		<updated>2008-09-22T06:22:00Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #0ff&lt;br /&gt;
| skill      = Wood Crafter&lt;br /&gt;
| speciality = Wood Crafter&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = Wood Crafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make Wooden [[Craft]]s&lt;br /&gt;
* Make Wooden [[Toy]]&lt;br /&gt;
* Make Wooden [[Instrument]]&lt;br /&gt;
* Make Wooden [[goblet|Cup]]&lt;br /&gt;
* Make Wooden [[Bolt]]s&lt;br /&gt;
| workshop = [[Craftdwarf's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Wood crafter''' makes [[wood]]en [[bolt]]s, [[crafts]], [[cup]]s, [[instrument]]s and [[toy]]s at a [[craftdwarf's workshop]]. Like in all other jobs, higher skill means faster performance. Wood's low material value and high usefulness makes a woodcrafter somewhat less useful than stone or bonecrafters, but if wood is plentiful then wooden bolts can be a useful supplement to bone for training purposes.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33818</id>
		<title>40d Talk:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Swimmer&amp;diff=33818"/>
		<updated>2008-09-22T06:18:34Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can you or can a dwarf not swim to the surface the answer says both. Maybe it means in adventurer mode? {{unsigned|Jikor}}&lt;br /&gt;
: It was thought to be impossible, but then someone recorded a movie of a dwarf doing it, so...--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Are we sure that dwarves drown at the same rate with heavy or light equipment if they have swimming skill? Or is it just ones that have no skill?--[[User:SL|SL]] 20:38, 3 January 2008 (EST)&lt;br /&gt;
:I did the test for heavy vs. light, and I did not consider swimming ability. I just drowned two peasants, one in armour and one not. --[[User:Juckto|Juckto]] 05:49, 25 May 2008 (EDT)&lt;br /&gt;
::Just attempted to test it, but was unsuccesful as my two proficient swimmers climbed out of the pond I was trying to drown them in. So I added that to the article. --[[User:Juckto|Juckto]] 06:34, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
What are the exact requirements to build a drowning trap. I built a large outlook lake I could floor/empty. After luring some goblins into the area and filling it all to 7/7 the only goblin to drown was the one which stood directly under the area where the water entered from above. It seems that they will only drown if they are in 7/7 water and there is at least 1/7 water above them. Any confirmation/additions welcomed. [[User:Yvain|Yvain]] 16:49, 2 March 2008 (EST)&lt;br /&gt;
:If there is a roof above them they drown in 7/7 otherwise they can tread water, and keep their heads up to breath. --[[User:Ikkonoishi|Ikkonoishi]] 18:28, 2 March 2008 (EST)&lt;br /&gt;
::I've been dropping some of my caged goblins into a pit designed at the edge of a river, and they have no roof above them but are drowning quite nicely. [[User:G-Flex|G-Flex]] 02:17, 25 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been working on a water-pulse defensive mechanism, using flowing water to push things around, mostly to see if I can. Been getting some help on the DF forums. I'm going to make a few preliminary tests using dwarves as test subjects. In theory this should be a *safe* way to train swimming, because I don't know if continuous pulses of water will do enough drowning damage to kill something. ---[[User:Kefkakrazy|Kefkakrazy]] 02:18, 22 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17508</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17508"/>
		<updated>2008-08-23T21:15:24Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Pillar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Buildings ==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: IIRC, placed traps do prevent smoothing but doors do not. I have a feeling that ''sometimes'' designating floor-smoothing under doors doesn't take (perhaps something to do with it's open/closed status at the time?), but it is certainly possible to do. --[[User:Raumkraut|Raumkraut]] 06:56, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rubble ==&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::it's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chariot|Chariot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just as a side note, you can also get past boulders by building a 1x1 tiled bridge. The wagon will go over it just fine. [[User:AlexFili|AlexFili]] 06:23, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Which side? ==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mhyder|Mhyder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who Smooths ==&lt;br /&gt;
&lt;br /&gt;
What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
: Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it matter who smooths when it comes to value? What does smoothing do to value anyway?&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Smoothing does add to value by a fixed amount I don't actually know (1 or more). It has no quality modifier, so it doesn't matter how skilled is your [[Stone detailing|stone detailer]] (except that [[Skill|skilled]] dwarves work faster). --[[User:Aykavil|Aykavil]] 04:35, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selection Rectangle ==&lt;br /&gt;
I'm not sure when it got added, but selecting areas to be detailed now flash after being selected. I went ahead and removed the section mentioning that.--[[User:Xazak|Xazak]] 16:54, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Value and placed objects ==&lt;br /&gt;
&lt;br /&gt;
If i'm making a room for my &amp;lt;s&amp;gt;suckers&amp;lt;/s&amp;gt; dwarves and want it all pretty, like, does an engraved floor tile still up the value of the room if I place a table or cabinet on top of it? --[[User:Groveller|Groveller]] 15:00, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Pillar ==&lt;br /&gt;
&lt;br /&gt;
Can water pass through a pillar? --[[User:MarauderIIC|MarauderIIC]] 00:45, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I don't see how. It's considered to be a full wall, so there's no gap created by a pillar spot.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29298</id>
		<title>40d Talk:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29298"/>
		<updated>2008-05-06T09:06:31Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having some of his masterwork crafts stolen by rhesus macaques, my legendary stonecrafter predictably threw a tantrum. However then he went to attend a meeting with the expedition leader, who is a novice pacifier and consoler. After the meeting he calmed down, and his thoughts later showed &amp;quot;He yelled at somebody in charge lately and felt a little better afterward&amp;quot; and &amp;quot;He cried on somebody in charge lately and felt better afterward&amp;quot;. Is this what these two skills are used for? --[[User:Harakka|Harakka]] 08:07, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am sure that my mayor once became a dabbling pacifier after being yelled at. Not sure about consoler. It also depends on the yelling dwarf's personality as I saw a dwarf who &amp;quot;disliked authorities&amp;quot; with a thought like &amp;quot;He cried on somebody in charge lately but felt only worse&amp;quot;. You can probably skill your leader/mayor up by having lots of tantruming dwarves :) And a legendary pacifier would probably cheer your tantruming dwarves all the way to ecstatic in a few seconds :) --[[User:Another|Another]] 08:48, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd THINK that a consoler would either be the skill used for grieving dwarves (Don't worry, it's okay that the Boss accidentally locked your fiancee and infant child in the demonic pit chamber) or for fairly unhappy dwarves. Speculation of course, I've not had my mayor do these things yet. Of course, I have no idea what it is if pacifier is ALSO used when the mayor gets yelled at by extraordinarily unhappy dwarves. Who knows [[User:Kefkakrazy|Kefkakrazy]] 12:39, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Gaining Social Skills===&lt;br /&gt;
Is it just me, or do ALL dwarves seem to be learning social skills now? It may have to do with the enhanced relationship systems in the latest release, but my dwarves have social skills now. In fact, ''every dwarf in the fortress'' is at least a Dabbling Intimidator/Consoler/Negotiator/Coversationalist/Judge of Intent/Persuader/Pacifier/Comedian.&lt;br /&gt;
&lt;br /&gt;
Sounds like my dwarves are having conversations... and that this gives them social skills. Fun!&lt;br /&gt;
&lt;br /&gt;
:And it also gets them stat upgrades for skillpoints, most of my craft/peasant hauler population spends a lot of time chatting around the tower-cap wagon, and they are all tough/agile/strong/mighty (or more than one :P) --[[User:Frostedfire|Frostedfire]] 04:15, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So, learn from the game, kids: spend time talking around the water cooler, and you'll become a bulked-up super-dwarf without ever having to do any real work. Yay for laziness! [[User:Kefkakrazy|Kefkakrazy]] 05:06, 6 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29296</id>
		<title>40d Talk:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29296"/>
		<updated>2008-05-03T05:39:25Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Do dwarves gain social skills from meeting each other now, or something?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having some of his masterwork crafts stolen by rhesus macaques, my legendary stonecrafter predictably threw a tantrum. However then he went to attend a meeting with the expedition leader, who is a novice pacifier and consoler. After the meeting he calmed down, and his thoughts later showed &amp;quot;He yelled at somebody in charge lately and felt a little better afterward&amp;quot; and &amp;quot;He cried on somebody in charge lately and felt better afterward&amp;quot;. Is this what these two skills are used for? --[[User:Harakka|Harakka]] 08:07, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am sure that my mayor once became a dabbling pacifier after being yelled at. Not sure about consoler. It also depends on the yelling dwarf's personality as I saw a dwarf who &amp;quot;disliked authorities&amp;quot; with a thought like &amp;quot;He cried on somebody in charge lately but felt only worse&amp;quot;. You can probably skill your leader/mayor up by having lots of tantruming dwarves :) And a legendary pacifier would probably cheer your tantruming dwarves all the way to ecstatic in a few seconds :) --[[User:Another|Another]] 08:48, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd THINK that a consoler would either be the skill used for grieving dwarves (Don't worry, it's okay that the Boss accidentally locked your fiancee and infant child in the demonic pit chamber) or for fairly unhappy dwarves. Speculation of course, I've not had my mayor do these things yet. Of course, I have no idea what it is if pacifier is ALSO used when the mayor gets yelled at by extraordinarily unhappy dwarves. Who knows [[User:Kefkakrazy|Kefkakrazy]] 12:39, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
===Gaining Social Skills===&lt;br /&gt;
Is it just me, or do ALL dwarves seem to be learning social skills now? It may have to do with the enhanced relationship systems in the latest release, but my dwarves have social skills now. In fact, ''every dwarf in the fortress'' is at least a Dabbling Intimidator/Consoler/Negotiator/Coversationalist/Judge of Intent/Persuader/Pacifier/Comedian.&lt;br /&gt;
&lt;br /&gt;
Sounds like my dwarves are having conversations... and that this gives them social skills. Fun!&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Refuse&amp;diff=28675</id>
		<title>40d:Refuse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Refuse&amp;diff=28675"/>
		<updated>2008-05-01T07:19:23Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Refuse''' is a [[stockpile]] meant to designate where certain junk can be placed. A typical refuse pile will hold items like [[bones]], [[shells]], certain [[corpses]], remains, chunks, and any totally worn out items like [[clothing]].&lt;br /&gt;
&lt;br /&gt;
Certain pieces of junk (corpses, chunks) will rot, and emit [[miasma]] as any other rotten item stored [[inside]]. It is important to know where you want to place your refuse stockpile beforehand, as miasma is a happiness hazard for your dwarves. Designating a refuse pile outside your [[fortress]] is good, as miasma will not develop in the open. If you want a pile inside your fortress (you will), separate it from other rooms with walls and doors, this will contain all miasma inside. Alternatively, you can dig an open pit down to the [[z-axis]] level most convenient for you. As long as there is no ceiling, it will be considered open area.&lt;br /&gt;
&lt;br /&gt;
It is a good idea to use two layers of doors (i.e. a short corridor with two doors, one after the other). This is to prevent miasma from leaking out into the fortress if a dwarf uses the door at the wrong time.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25318</id>
		<title>40d Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25318"/>
		<updated>2008-05-01T06:00:39Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm looking into the possibility of creating a truly massive Army Splatter, a whole rooftop built over a large area that can be dropped with the flip of a switch. Lot of work, but if I could flatten an entire army with one pull, it'd be worth it. &lt;br /&gt;
EDIT: It seems to work. Assuming that having a roof fall on your head is still considered an instakill for, say, a Troll or something, you could do some nice things with this. [[User:Kefkakrazy|Kefkakrazy]] 04:49, 11 November 2007 (EST)&lt;br /&gt;
::WAY too much work setting up to be effective, sadly. If Toady added the ability to designate floorbuilding as a batch command, like mining and smoothing are now, it'd be fine, but as it is, building a roof big enough to be effective would be too much setup for one shot.[[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== density of supports ==&lt;br /&gt;
&lt;br /&gt;
what grid interval do I need between supports to hold up the floor above?&lt;br /&gt;
I am trying to build a tower:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#####&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#+++#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;###&amp;gt;#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;....###&amp;lt;/nowiki&amp;gt;Do I need any supports to hold up a floor on the level above?&lt;br /&gt;
Will a support stop me from building a bedroom over the whole level?&lt;br /&gt;
&lt;br /&gt;
TIA[[User:GarrieIrons|GarrieIrons]] 02:24, 5 January 2008 (EST)&lt;br /&gt;
::&lt;br /&gt;
This will work as much as anything else&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
One support could hold up the entire map if you were to dig out all the edges and the bottom level. (Which would make an awesome army killer if you think about it.) --[[User:Ikkonoishi|Ikkonoishi]] 04:35, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:... meaning that you don't need supports unless there are no walls or other things to hold up the roof. --[[User:N9103|Edward]] 06:24, 5 January 2008 (EST)&lt;br /&gt;
::At least until Toady implements a more realistic cavein model. [[User:Kefkakrazy|Kefkakrazy]] 02:00, 1 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1723</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1723"/>
		<updated>2008-05-01T05:51:02Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Answering a question and asking one myself&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10680</id>
		<title>40d:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Activity_zone&amp;diff=10680"/>
		<updated>2008-05-01T05:42:24Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Meeting Area */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Activity zones are areas in which dwarves are instructed to perform specific tasks.&lt;br /&gt;
They are useful at forcing dwarves to perform actions where they are desirable, and can be placed in any unoccupied tile, including over the chasm or over a river.&lt;br /&gt;
They are placed similarly to stockpiles, by selecting a rectangular area using {{K|Enter}} from within the {{K|i}}:Zones menu.&lt;br /&gt;
Unlike stockpiles, they are only visible while in the {{K|i}}:Zones menu.&lt;br /&gt;
Once an activity zone is created, tasks can be assigned to it by hovering over it with the cursor while in the {{K|i}}:Zones menu.&lt;br /&gt;
&lt;br /&gt;
When hovering over the activity zone, you may tap {{key|a}} to enable or disable the zone.  Dwarves will not specifically avoid the zone if they wanted to go there anyway, but no further jobs related to that zone will be created.&lt;br /&gt;
&lt;br /&gt;
==Water Source==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
Water source zones are areas in which dwarves will look for water to fill buckets or to drink. &lt;br /&gt;
If there is no water source zone, dwarves may attempt to get water a great distance away from the fortress.&lt;br /&gt;
&lt;br /&gt;
To place a water source, trace a zone which surrounds a [[pool]] of water.  Each ground tile within the zone that is adjacent to the water is considered a water source tile.  Thus, if you want to place a single-tile zone to be used as a water source, place the zone onto a ground tile adjacent to the water, not onto the open space above the water.&lt;br /&gt;
&lt;br /&gt;
==Fishing==&lt;br /&gt;
:Shortcut {{k|f}}&lt;br /&gt;
Fishing zones are areas in which dwarves will attempt to fish.&lt;br /&gt;
&lt;br /&gt;
To place a fishing zone, trace a zone which contains both water and ground tiles near an [[ocean]], [[pool]], [[brook]], [[stream]], [[river]], or [[lake]].  Fishing may also be done at artificially-created ponds.  As with a water source, each ground tile that is adjacent to the natural water source is considered a fishing zone: drawing a single tile of fishing zone on top of the water will accomplish nothing.&lt;br /&gt;
&lt;br /&gt;
==Garbage Dump==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
Garbage dump zones are areas in which dwarves will throw refuse designated by using {{k|k}} then {{k|d}}.  If a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space.&lt;br /&gt;
&lt;br /&gt;
To place a garbage dump, trace a zone on either a relatively-empty plot of land or adjacent to a cliff face or hole.  Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an [[open space]].&lt;br /&gt;
&lt;br /&gt;
Things that are dumped are automatically marked as &amp;quot;forbidden&amp;quot;.  If you wish to use dumped items, you need to reclaim them.  Press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
==Pit/Pond==&lt;br /&gt;
:Shortcut {{k|p}}&lt;br /&gt;
Pit zones are areas that dwarves can be instructed to fill with specific creatures.  The zone will only ever be used if you specify an animal manually to be dumped into the pit.&lt;br /&gt;
&lt;br /&gt;
Pond zones are areas that dwarves can be told to fill with water, using buckets.  If the zone is active, the dwarves will continue attempting to fill the pond until the it reaches a 7/7 state; however, it is likely that a large pond will not be totally filled due to the movement of individual 7s and 6s within the pond causing the Fill Pond jobs to be removed before they can be fulfilled.&lt;br /&gt;
&lt;br /&gt;
To place a pit/pond zone, trace a zone directly over top of open space you wish to use as a pit or pond.  Unlike most of the other activity zones, the ground tiles are not used to determine the zone: a single-tile pit/pond zone is placed on top of the open space, not on the ground tile adjacent to it.&lt;br /&gt;
&lt;br /&gt;
After defining the zone, hover over the zone then use {{key|P}} to open a menu which allows you to choose whether it is a pit or pond.  You may also specify animals you would like to throw into the pit or pond by selecting them with {{key|+}} and {{key|-}} and hitting {{key|Enter}}; a {{Raw Tile|+|#0f0|#000}} symbol denotes those animals which have been selected.&lt;br /&gt;
&lt;br /&gt;
If you wish to fill a large pond faster, you may place multiple pond zones side by side, one for each tile of the pond accessible from the shore.  Each individual zone will generate its own Fill Pond job.  Likewise, you may define multiple pit zones side by side, and may thus toss several animals into the same pit simultaneously by specifying different animals for each pit zone.&lt;br /&gt;
&lt;br /&gt;
==Sand Collection==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
Sand collection zones are areas in which dwarves will search for sand when ordered to gather it. Sand is used for [[glassmaking]].&lt;br /&gt;
Unlike water source and fishing zones, dwarves won't find sand by themselves if you don't define a sand collection zone.  To collect sand, build a [[glass furnace]] and queue up &amp;quot;collect sand&amp;quot; tasks at the building or using the [[manager]] screen.&lt;br /&gt;
&lt;br /&gt;
==Meeting Area==&lt;br /&gt;
:Shortcut {{k|m}}&lt;br /&gt;
Meeting area zones are areas in which dwarves and animals will congregate, similar to meeting hall rooms in the previous version.&lt;br /&gt;
Additionally, [[immigrant]]s will collect here until their &amp;quot;migrant&amp;quot; status wears off. It is a good idea to have at least one Meeting Hall: it allows you to make off-duty dwarves and animals gather in an area where they are not vulnerable, such as within the fortress. Also, if you don't have a Meeting Hall zone, migrants which arrive will wait at the edge of the map until &amp;quot;migrant&amp;quot; wears off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ru:Зоны]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=28710</id>
		<title>40d:Dwarven syrup</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarven_syrup&amp;diff=28710"/>
		<updated>2008-04-09T09:15:39Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Dwarven Syrup''' is made from [[sweet pod]]s at a [[farmer's workshop]] using the &amp;quot;process plants (barrel)&amp;quot; order and the [[plant processing]] labor.  Five units of dwarven syrup are made from each sweet pod.  Dwarven syrup cannot be eaten in its raw state, but can be made into edible food using [[cooking]]. As dwarven syrup is a moderately valuable good, a stack of dwarven syrup roasts can have a surprisingly high value, easily into the thousands even with a moderately-experienced cook.&lt;br /&gt;
&lt;br /&gt;
Value: 20&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26447</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26447"/>
		<updated>2007-11-28T06:15:13Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Operational Magma Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...(rock n rat)nov 20&lt;br /&gt;
:Please learn the following things:&lt;br /&gt;
:*Punctuation&lt;br /&gt;
:*Grammar&lt;br /&gt;
:*Capitalization&lt;br /&gt;
:*Proper sentences&lt;br /&gt;
:And then rewrite your question. It's very hard to understand right now. Also, you didn't properly sign your comment (please use &amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt; instead of manually typing it out). --[[User:GreyMario|GreyMario]] 16:18, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of hunger/thirst/sleep cancellation-they haul the stuff, then decide they're too hungry to work. By the time they get back, some enterprising hauler has dragged the gold bars halfway across the fortress for some reason, and he'll be lucky to drag the heavy bars back before he gets tired again. -[[User:Kefkakrazy|Kefkakrazy]] 01:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know the floor plan on this work shop?  It is the last one I haven't added. --[[User:DeadMilkman|DeadMilkman]] 23:49, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think he's saying that dwarves haul materials to the magma forge and then stop. Probably a result of&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Kennel&amp;diff=24288</id>
		<title>40d Talk:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Kennel&amp;diff=24288"/>
		<updated>2007-11-28T06:11:22Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Catch a live land animal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== New trainable animals?  ==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm that anything other than dogs are trainable in the new version (without modding)? I looked through the raws, and there's still no [TRAINABLE] flag on any other critters.&lt;br /&gt;
&lt;br /&gt;
== Catch a live land animal ==&lt;br /&gt;
&lt;br /&gt;
What does this command actually do? I tried it with an animal trainer (no hunters) and he didn't seem to do anything. Is the only way to catch wild animals for taming using cage traps, or can a hunter (or for example wrestlers) knock out animals in melee and catch them that way? Or does the animal trainer play any part here?&lt;br /&gt;
&lt;br /&gt;
It is a command that makes a trapper use an animal trap to catch vermin.--[[User:Varsashi|Varsashi]] 18:42, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Ah, I see, so the only way to actually catch tamable deer/foxes/elephants etc. is to spam cage traps on the landscape and hope that they run into them? [[User:Jimphraxia|Jimphraxia]] 20:01, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you can use walls to funnel them into the traps. That's actually the way it was more or less done in 2D DF, except channels were used to force them through the cage traps. You CAN spam the traps on the landscape, of course. -[[User:Kefkakrazy|Kefkakrazy]] 01:11, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18072</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18072"/>
		<updated>2007-11-28T06:09:59Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.{{Verify}} --[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13649</id>
		<title>40d Talk:Sourced water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13649"/>
		<updated>2007-11-26T04:08:47Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Watery thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Opening the fortress to the wrath of these monsters is generally considered a Bad Idea.&lt;br /&gt;
&lt;br /&gt;
I have no clue whatsoever about what monsters the author is talking about. --[[User:Mizipzor|Mizipzor]] 15:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rivers.--[[User:Draco18s|Draco18s]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What? Is it the river itself you consider a monster? Or does the river ''contain'' monsters? Because I dont believe that the latter is always true, on the two maps Ive played so far, the river has been completely calm. --[[User:Mizipzor|Mizipzor]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Um....Try &amp;quot;permaflood&amp;quot;?--[[User:Draco18s|Draco18s]] 15:36, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
If its the river itself it should be changed to something like this beast to clarify. And if its river monsters then the sentence if false, I havn't seen a single river monster yet, just alot of angry fish.&lt;br /&gt;
Plus why is bad idea capitalised. --[[User:Lucid|Lucid]] 15:43, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Pretty sure author was referring to the river itself. That's what I immediately thought when I read it. --[[User:BahamutZERO|BahamutZERO]] 15:53, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The capitalization is from computer jargon style[http://catb.org/jargon/html/B/Bad-Thing.html]. Thats not saying that writing it in this way is the right way to do it (it is jargon which tends to be specific to one group of people).  --[[User:Shagie|Shagie]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Doesn't come more obscure than that. Thanks for clearing it up --[[User:Lucid|Lucid]] 16:04, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry about that. &amp;lt;_&amp;lt; [[User:Kefkakrazy|Kefkakrazy]] 16:57, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I know that ponds marked &amp;quot;Murky Pools&amp;quot; do refill naturally. It happens for me when the snow melts after winter and the frozen ponds thaw out. It might be dependant on temperature and/or weather being on. --[[User:BahamutZERO|BahamutZERO]] 17:48, 1 November 2007 (EDT)&lt;br /&gt;
:Actually it just occured to me that this might be caused by the top layer of the pool still having some water in it, less than full, which turns into an ice block when it gets too cold. Then when it thaws it doesn't save the water level information from the tile pre-freeze. Or it might be something else entirely, I don't know. --[[User:BahamutZERO|BahamutZERO]] 17:53, 1 November 2007 (EDT)&lt;br /&gt;
::I'm fairly sure this explanation is right-that if a 1/7 tile of water freezes, when it thaws it turns into a 7/7 tile.[[User:Kefkakrazy|Kefkakrazy]] 23:08, 25 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29295</id>
		<title>40d Talk:Social skills</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Social_skills&amp;diff=29295"/>
		<updated>2007-11-25T17:39:27Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Speculation and conjecture on Consolers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After having some of his masterwork crafts stolen by rhesus macaques, my legendary stonecrafter predictably threw a tantrum. However then he went to attend a meeting with the expedition leader, who is a novice pacifier and consoler. After the meeting he calmed down, and his thoughts later showed &amp;quot;He yelled at somebody in charge lately and felt a little better afterward&amp;quot; and &amp;quot;He cried on somebody in charge lately and felt better afterward&amp;quot;. Is this what these two skills are used for? --[[User:Harakka|Harakka]] 08:07, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I am sure that my mayor once became a dabbling pacifier after being yelled at. Not sure about consoler. It also depends on the yelling dwarf's personality as I saw a dwarf who &amp;quot;disliked authorities&amp;quot; with a thought like &amp;quot;He cried on somebody in charge lately but felt only worse&amp;quot;. You can probably skill your leader/mayor up by having lots of tantruming dwarves :) And a legendary pacifier would probably cheer your tantruming dwarves all the way to ecstatic in a few seconds :) --[[User:Another|Another]] 08:48, 25 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'd THINK that a consoler would either be the skill used for grieving dwarves (Don't worry, it's okay that the Boss accidentally locked your fiancee and infant child in the demonic pit chamber) or for fairly unhappy dwarves. Speculation of course, I've not had my mayor do these things yet. Of course, I have no idea what it is if pacifier is ALSO used when the mayor gets yelled at by extraordinarily unhappy dwarves. Who knows [[User:Kefkakrazy|Kefkakrazy]] 12:39, 25 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13153</id>
		<title>User talk:Kefkakrazy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13153"/>
		<updated>2007-11-20T17:41:22Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Possible experimentation regarding demons that I put here instead of the Glowing Pits talk page: read and comment if interested&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random musings regarding Iron Men: How screwed do you think a fortress would be if IRON MAN, the superhero, was to attack it? It'd be amusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe that all demons in 2D DF were TRAPAVOIDers, as well as being fireproof or waterproof depending on the demon itself. I imagine that's still true. Anyone know how many demons, generally, are released from an average demon chamber? Also, I need to load up one of these adamantine maps and try out a couple of demon-oriented fortress designs I've been wondering about. What about a Labyrinth defense? Drop invaders into a special exitless area prowled by demons and watch the fun! Or even rewall the demon pit, dig it out straight upward, and drop things into the demon pit just to watch the carnage. You could make a Dwarven Colosseum, where the greatest of warriors pit themselves against the greatest of evils! Man, sandbox games rock. Anyway, enough rambling. [[User:Kefkakrazy|Kefkakrazy]] 12:41, 20 November 2007 (EST)&lt;br /&gt;
(I was going to put this in the [[Talk:Glowing_pits]] page, but it became apparent to me that I had rambled off the topic of demons and on to fortress design. However, any comments on these ideas would be appreciated.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27944</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=27944"/>
		<updated>2007-11-20T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Random thoughts over demons-questions and musing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Demons ==&lt;br /&gt;
How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13152</id>
		<title>User talk:Kefkakrazy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13152"/>
		<updated>2007-11-20T15:17:09Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Random pointless musings regarding Iron Man and Iron Men&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Random musings regarding Iron Men: How screwed do you think a fortress would be if IRON MAN, the superhero, was to attack it? It'd be amusing.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9068</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9068"/>
		<updated>2007-11-20T01:13:12Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Mud */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake) [[User:Matryx|Matryx]] 13:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The rear end doesnt need to be over an open space it can be pumped straight out onto the ground. Fixing that now.--[[User:Lucid|Lucid]] 20:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Uh, I found that when building a screw pump on open ground, above a mined-out section filled with 7 waters ont he floor below, nothing pumped through until I dug an 'Open Space' next to the pump handle. --[[User:Sukasa|Sukasa]] 20:52, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it possible to pump magma with a screw pump made of steel? [[User:Diabl0658|Diabl0658]] 04:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has anyone confirmed the reynard diagram works? I was under the impression he meant it as conjecture [[User:VengefulDonut|VengefulDonut]] 14:10, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:just tested it. its fine [[User:VengefulDonut|VengefulDonut]] 14:19, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::In the reynard diagram tower are the fronts of the pump over the water on the square besides that?&lt;br /&gt;
&lt;br /&gt;
Maybe this is helpful?&lt;br /&gt;
&lt;br /&gt;
[[image:PumpWestExamplefix.png]]&lt;br /&gt;
&lt;br /&gt;
This is an example of a pump facing West in wonderful 3D.&lt;br /&gt;
&lt;br /&gt;
A: A square below the level of the pump without a floor where water is pumped from&lt;br /&gt;
&lt;br /&gt;
B: The point in which a dwarf operates the machine&lt;br /&gt;
&lt;br /&gt;
C: The three points in which water is deposited. [[User:MikeWulf|MikeWulf]]&lt;br /&gt;
:It's deposited only on the far C tile but leaks into the others from it [[User:VengefulDonut|VengefulDonut]] 09:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can probably do a few of these for the digging article too if it is acceptable.&lt;br /&gt;
&lt;br /&gt;
:What program did you use to make that graphic? I wouldn't be able to make something like this unless I had a laser pen or somethin'. [[User:Schm0|Schm0]] 08:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Just OpenCanvas with a graphic tablet. If the wiki wants uniform pictures I could probably do them.&lt;br /&gt;
&lt;br /&gt;
After seeing the new quote on the main page and seeing the bottom of this article, I'm totally opening up a dwarven gym with pumps and, if I can figure out how to make them use it, a swimming pool.  -[[User:EarthquakeDamage|EarthquakeDamage]] 20:46, 14 November 2007 (EST)&lt;br /&gt;
:Okay then, I'll put this bug in your head: If you build a pool with an adamantine floor, it'll look like lane markings :) [[User:Doctorlucky|Doctorlucky]] 03:45, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Just added a note that stacked pumps have to be built from the bottom up in order to fulfill their support requirements.  This may seem obvious to the initiated, but it frustrated me for quite some time. [[User:Doctorlucky|Doctorlucky]] 16:26, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mud ==&lt;br /&gt;
&lt;br /&gt;
My screw pump seems to be producing a lot of mud and emptying it into the brook.  Is this going to do something bad to my water supply, or am I alright as long as I stay upstream of the mud? --[[User:Sk128234|Sk128234]] 13:08, 17 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm 99% certain that it's pretty much impossible at this point to contaminate a water supply. Heck, any pond shows as a &amp;quot;murky pool&amp;quot; and dwarves will use it freely, and making a pond by flooding a roomful of goblin invaders makes a perfectly usable pond despite the obvious issues of the rotting drowned goblins. So, there shouldn't be any problems either way. [[User:Kefkakrazy|Kefkakrazy]] 20:13, 19 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21587</id>
		<title>40d Talk:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21587"/>
		<updated>2007-11-19T09:31:54Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't this be a better choice than straight gold, now that fuel is a concern due to nonguaranteed magma? One piece of charcoal or coke would be enough for four bars of rose gold, as opposed to one of gold... and the value of rose gold is the same as three gold bars and one copper. Interesting thing to debate.[[User:Kefkakrazy|Kefkakrazy]] 04:51, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Many of the new alloys, including rose gold, require you to first smelt ore into bars and then combine the bars. You're actually using up 5 pieces of fuel to make rose gold, since each piece of metal has to be smelted individually first before alloying. All of the alloys from the previous version can still be done straight from raw ore, though. [[User:Rpb|Rpb]] 12:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ow. Bugger. I didn't notice that. Hmm. Well, still, the variety is nice.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4966</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=4966"/>
		<updated>2007-11-19T06:47:29Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These little monsters are challenging [[elephant]]s for the post of King of Beasts. Not only because they can drag a fully grown dwarf into the water and nibble him to death, but also because they can stare at your fisherdwarf and send them staggering back into a cliff. To make things worse, [[Ambusher|hunters]] will unload their whole quivers on them, oblivious of nearby animals walking on land. Carps will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the rivers and lakes to air drown them (but be wary not to water drown your dwarves in the process).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack creatures outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases) as of 0.27.169.33b.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22793</id>
		<title>40d Talk:Technical tricks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Technical_tricks&amp;diff=22793"/>
		<updated>2007-11-15T13:57:58Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Staying Inside? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Economy toggle ==&lt;br /&gt;
Can the dwarven economy be started in the present version?  There are strings in the binary that make me think so, but I haven't been able to activate it. [[User:Geekwad|Geekwad]] 20:19, 6 November 2007 (EST)&lt;br /&gt;
:No, I don't believe so. I've read that Toady made a few errors with the economy system, and has it disabled in the current version until he gets it fixed. [[User:Hesitris|Hesitris]] 8:55, 15 November 2007&lt;br /&gt;
&lt;br /&gt;
== Staying Inside? ==&lt;br /&gt;
&lt;br /&gt;
When I was hiding my fledgling fortress from a small ogre warband on the surface, I hunkered down behind my fortifications, set my orders to &amp;quot;dwarves stay inside&amp;quot;, and carried on with my development. My FPS was almost entirely at my cap, 100fps. When I turned it off, it almost immediately dropped to 60-70 fps. Has anybody else had this happen to them, and should it be posted on this page?&lt;br /&gt;
&lt;br /&gt;
:Sounds like &amp;quot;Dwarves Stay Inside&amp;quot; was complicating pathing. I think that's a lot more common in this version, the Z-axis complicates pathing greatly over the 2d version and the addition of traffic zones does the same thing. [[User:Kefkakrazy|Kefkakrazy]] 08:57, 15 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2002</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2002"/>
		<updated>2007-11-15T07:01:13Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Formatting what's here. If it doesn't BELONG here someone else get rid of it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A border of exclamation marks (!!) on an item or dwarf name indicates that it is on fire.&lt;br /&gt;
Items on fire also release smoke and ignite adjacent items.{{verify}}&lt;br /&gt;
&lt;br /&gt;
This had problems in the old version, in that the burning items set other nearby items on fire.  A good example:&lt;br /&gt;
&lt;br /&gt;
-Dwarf gets hit by fireball from fire imp at the magma forge&lt;br /&gt;
&lt;br /&gt;
-Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the barracks&lt;br /&gt;
&lt;br /&gt;
-The dwarf dies on the way.  someone comes and picks up his !!giant cave spider silk shoe!! and puts it on.  His clothing catches on fire&lt;br /&gt;
&lt;br /&gt;
-This dwarf also feels hurt and heads for the barracks, but this one gets on the wooden bed, lighting that up.&lt;br /&gt;
&lt;br /&gt;
-Nearby beds light up; dwarves sleep on that bed and the others near it and get lit up themselves, as well as the dwarves going for the !!cave spider silk robe!!&lt;br /&gt;
&lt;br /&gt;
-Some of these dwarves go past the alcohol stores for a drink, these light up.  now a fair portion of the fortress is on fire.&lt;br /&gt;
&lt;br /&gt;
-Remaining dwarves will have other barracks to sleep in, and some of them have rooms.  they go back and set more of their stuff on fire&lt;br /&gt;
&lt;br /&gt;
-3 months later: everything is burning and all your dwarves are dead because none of them fell in the river.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25312</id>
		<title>40d Talk:Support</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Support&amp;diff=25312"/>
		<updated>2007-11-11T09:49:55Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Thoughts on Supports&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm looking into the possibility of creating a truly massive Army Splatter, a whole rooftop built over a large area that can be dropped with the flip of a switch. Lot of work, but if I could flatten an entire army with one pull, it'd be worth it. &lt;br /&gt;
EDIT: It seems to work. Assuming that having a roof fall on your head is still considered an instakill for, say, a Troll or something, you could do some nice things with this. [[User:Kefkakrazy|Kefkakrazy]] 04:49, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13151</id>
		<title>User talk:Kefkakrazy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kefkakrazy&amp;diff=13151"/>
		<updated>2007-11-06T09:56:15Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here I will muse over things I've found in the game Of Interest. I'm always experimenting, so look in from time to time.&lt;br /&gt;
&lt;br /&gt;
I love the new alloys. Always liked using alloys, and it looks like they'll be even more valuable now that there's a premium on fuel for most fortresses.&lt;br /&gt;
&lt;br /&gt;
Hoping Toady manages to fix the various pathfinding glitches that seem to crop up. Stories of goblin sieges waiting at the edge of the map have me worried.&lt;br /&gt;
&lt;br /&gt;
Garbage pits are nice, to the point that some people refer to a couple uses as an exploit. Here's hoping Toady doesn't close it off-it's wonderful for clearing areas and managing stone, among other things.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21585</id>
		<title>40d Talk:Rose gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rose_gold&amp;diff=21585"/>
		<updated>2007-11-06T09:51:41Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: New page: Wouldn't this be a better choice than straight gold, now that fuel is a concern due to nonguaranteed magma? One piece of charcoal or coke would be enough for four bars of rose gold, as opp...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wouldn't this be a better choice than straight gold, now that fuel is a concern due to nonguaranteed magma? One piece of charcoal or coke would be enough for four bars of rose gold, as opposed to one of gold... and the value of rose gold is the same as three gold bars and one copper. Interesting thing to debate.[[User:Kefkakrazy|Kefkakrazy]] 04:51, 6 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21139</id>
		<title>40d Talk:Stone management</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stone_management&amp;diff=21139"/>
		<updated>2007-11-05T22:27:38Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is considered ''dated'' on this page? Does it still deserve the category/template? --[[User:Markavian|Markavian]]&lt;br /&gt;
:I applied the tag because of the information regarding dumping multiple stones into one tile, because it may be regarded as an exploit that could be removed somewhere down the line. I'm not sure if that's the right way to use that template. If not, just kill it. -- [[User:EighenIndemnis|EighenIndemnis]] 16:32, 5 November 2007 (EST)&lt;br /&gt;
::You can expand the stonedumping trick to all sorts of other things. If you just mark every ore you dig up as &amp;quot;dump,&amp;quot; and have your dump near where your metal industry is to be formed, then you can just undesignate all the ore at once and have a huge pile of raw materials RIGHT THERE for your smelters. [[User:Kefkakrazy|Kefkakrazy]] 17:27, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dark_gnome&amp;diff=20715</id>
		<title>40d Talk:Dark gnome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dark_gnome&amp;diff=20715"/>
		<updated>2007-11-05T07:17:40Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: New page: They really aren't that dangerous. I got attacked by a few one time, and a gang of unarmed, unarmored civilians temporarily conscripted into the Dwarven Wrestlin' Team strangled the lot of...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They really aren't that dangerous. I got attacked by a few one time, and a gang of unarmed, unarmored civilians temporarily conscripted into the Dwarven Wrestlin' Team strangled the lot of them.[[User:Kefkakrazy|Kefkakrazy]] 02:17, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20084</id>
		<title>40d:Fortification</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortification&amp;diff=20084"/>
		<updated>2007-11-04T23:10:47Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Minipage. Somone can brush it up.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A fortification is a type of construction that can be fired through by marksdwarves. It can be carved from cave walls or built like any other Construction.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20004</id>
		<title>40d:Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tantrum&amp;diff=20004"/>
		<updated>2007-11-04T22:53:38Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Made a small page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves are fickle creatures, and when pressed to the breaking point of their happiness, they will tantrum. A tantruming dwarf will run around attacking people and breaking things.&lt;br /&gt;
&lt;br /&gt;
Dwarves will tantrum if extremely unhappy. If a dwarf has created a masterpiece-level item, they will also throw a tantrum if it is ever destroyed.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18400</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18400"/>
		<updated>2007-11-04T09:45:17Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Musing over outdoor cage traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18383</id>
		<title>40d Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Obsidian&amp;diff=18383"/>
		<updated>2007-11-04T09:39:22Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is Obsidian currently the only &amp;quot;sharpenable&amp;quot; rock? The fact that &amp;quot;create rock short sword&amp;quot; asks for sharpenable rock rather than obsidian specifically suggests other rocks may be usable (or become usable) for swords.&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanic&amp;diff=18211</id>
		<title>40d Talk:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Mechanic&amp;diff=18211"/>
		<updated>2007-11-04T08:36:50Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: New page: I forget-do quality mechanisms change the effectiveness of a trap? Either way, skilled mechanics are pretty useful, especially now that they do more than trapmaking.~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I forget-do quality mechanisms change the effectiveness of a trap? Either way, skilled mechanics are pretty useful, especially now that they do more than trapmaking.[[User:Kefkakrazy|Kefkakrazy]] 03:36, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7817</id>
		<title>40d:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7817"/>
		<updated>2007-11-04T06:31:05Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Magma kiln */  Added entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''furnace''' is a building used to heat materials. It can be powered by [[fuel]] or, in the case of magma furnaces, by the heat from [[magma]]. Every furnace must be built from [[fire-safe materials]], and magma furnaces must be built from [[magma-safe materials]]. Magma furnaces must also be placed with one of their edge tiles above magma with depth of 3 or more; this can be accomplished by digging a channel for the magma. Other than these requirements, they are identical to [[workshops]].{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Wood furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|w}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; [[wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; [[ash]], [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
== Smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|s}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; All ores into all metal bars&lt;br /&gt;
&lt;br /&gt;
== Glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|g}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|k}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Magma smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|l}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; metal ores&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; metal bars&lt;br /&gt;
&lt;br /&gt;
== Magma glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|a}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; sand, glass materials&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; glass objects&lt;br /&gt;
&lt;br /&gt;
== Magma kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|n}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; [[potash]]&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; [[pearlash]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Furnaces]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7816</id>
		<title>40d:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7816"/>
		<updated>2007-11-04T06:30:28Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Magma glass furnace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''furnace''' is a building used to heat materials. It can be powered by [[fuel]] or, in the case of magma furnaces, by the heat from [[magma]]. Every furnace must be built from [[fire-safe materials]], and magma furnaces must be built from [[magma-safe materials]]. Magma furnaces must also be placed with one of their edge tiles above magma with depth of 3 or more; this can be accomplished by digging a channel for the magma. Other than these requirements, they are identical to [[workshops]].{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Wood furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|w}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; [[wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; [[ash]], [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
== Smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|s}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; All ores into all metal bars&lt;br /&gt;
&lt;br /&gt;
== Glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|g}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|k}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Magma smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|l}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; metal ores&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; metal bars&lt;br /&gt;
&lt;br /&gt;
== Magma glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|a}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; sand, glass materials&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; glass objects&lt;br /&gt;
&lt;br /&gt;
== Magma kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|n}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furnaces]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7815</id>
		<title>40d:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7815"/>
		<updated>2007-11-04T06:29:30Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: /* Magma smelter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''furnace''' is a building used to heat materials. It can be powered by [[fuel]] or, in the case of magma furnaces, by the heat from [[magma]]. Every furnace must be built from [[fire-safe materials]], and magma furnaces must be built from [[magma-safe materials]]. Magma furnaces must also be placed with one of their edge tiles above magma with depth of 3 or more; this can be accomplished by digging a channel for the magma. Other than these requirements, they are identical to [[workshops]].{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Wood furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|w}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; [[wood]]&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; [[ash]], [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
== Smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|s}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; 1 fire-safe building material&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; All ores into all metal bars&lt;br /&gt;
&lt;br /&gt;
== Glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|g}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|k}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Magma smelter ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|l}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash; one steel bar&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash; metal ores&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash; metal bars&lt;br /&gt;
&lt;br /&gt;
== Magma glass furnace ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|a}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
== Magma kiln ==&lt;br /&gt;
&lt;br /&gt;
Shortcut {{k|b}}{{k|e}}{{k|n}}&amp;lt;br&amp;gt;&lt;br /&gt;
Materials needed to build &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Materials used &amp;amp;ndash;&amp;lt;br&amp;gt;&lt;br /&gt;
Items made &amp;amp;ndash;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furnaces]]&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17586</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17586"/>
		<updated>2007-11-03T22:37:49Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: Answering Xazak&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
At least, that's how it was back in the last version-I doubt they changed it, though. [[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9658</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9658"/>
		<updated>2007-11-02T07:52:06Z</updated>

		<summary type="html">&lt;p&gt;Kefkakrazy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Kefkakrazy</name></author>
	</entry>
</feed>