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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=173709</id>
		<title>v0.34:Giant sponge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_sponge&amp;diff=173709"/>
		<updated>2012-06-24T20:36:20Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:05, 21 March 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges''' are larger versions of [[sponge]]s. They can be found in savage rivers, lakes and oceans, and are one of the most improbably [[fun]] new creatures of DF2012.&lt;br /&gt;
&lt;br /&gt;
Physically, giant sponges are blobs made of &amp;quot;sponge&amp;quot; tissue. Despite this harmless appearance, they have earned a reputation similar to that previously held by [[carp]], for they are much more dangerous than they look. If some hapless [[dwarf]] appears near their water, giant sponges may feel suddenly threatened and charge (!) the hapless dwarf and engage in combat. They may also become enraged or unconscious, as utterly improbable as that sounds.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Without a nervous system, the only thing it can feel is ANGER.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Giant sponges seem to be utterly unkillable in normal combat.''' Any kind edge attack will only tear the body at best, and blunt attacks make no damage at all. This is due to having just one body part, with no blood, no brain, and no way to cut the body into two. Even several bronze colossuses wielding adamantine slashing weapons, or throwing punches, will not kill them. Besides being completely invulnerable to combat damage, their large size means they can shatter bones, articulations, bruise organs or even kill a dwarf via headshot using their default &amp;quot;push&amp;quot; attack. How a giant sponge's soft structural tissue can break a dwarven skull is a mystery for the ages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Giant Sponge Fun Facts ==&lt;br /&gt;
&lt;br /&gt;
*Giant sponges are utterly immune to blunt damage and seemingly cannot be killed by edge damage.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges do not seem to take damage from being set on [[fire]], although they will probably die from air-drowning.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges do not seem to explode when striking the ground with enough force, so they are immune to falling damage.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges can only move when attacking or charging other creatures.&lt;br /&gt;
&lt;br /&gt;
*Giant sponges ''do'' feel pain, and if hurt enough, will fall unconscious (whatever that means).&lt;br /&gt;
&lt;br /&gt;
*The only way to kill a giant sponge is by airdrowning or all the insta-kill methods such as [[dwarven atom smasher]], obisidian and ice encasing, and [[cave-ins]].&lt;br /&gt;
&lt;br /&gt;
Beware embarking on evil water, though; a zombie giant sponge (or even worse, a [[evil weather|thralled]] giant sponge) is NOT strictly aquatic.&lt;br /&gt;
&lt;br /&gt;
Both [[sponge]]s and giant sponges are, according to their raws, susceptible to infection.  It is not known if sponges can die of infection.&lt;br /&gt;
&lt;br /&gt;
Due to their invulnerability, giant sponges are wonderful training dummies, as long as they will not air-drown (or if you bypass the breathing problem via undead status). However, your dwarves need to be protected if you want to engage giant sponges in melee, and the giant sponges quickly become unconscious, negating most dwarf experience gains. Or you can simply use them as crossbow training dummies, although the bronze colossus is better for that.&lt;br /&gt;
&lt;br /&gt;
According to its raws, the giant sponge can not only be tamed but even ''ridden as a war beast'' by invaders. No reports of goblins or elves riding giant sponges has been documented, but maybe its strictly aquatic lifestyle prevents it from being chosen.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=133292</id>
		<title>v0.31 Talk:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Giant_cave_spider&amp;diff=133292"/>
		<updated>2010-12-08T21:08:15Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Cave Wide Web==&lt;br /&gt;
Does anyone know where giant cave spiders create their web? I've captured one in a cagetrap and released it in a room (in a layer of clay, if that matters). I hoped it to fill it with webs, cagetrap it again and gather the precious giant cave spider webs safely. But it doesn't make a single one web. I wonder why? --[[User:Doub|Doub]] 17:05, 24 April 2010 (UTC)&lt;br /&gt;
:If it's like the previous version, a better way to get them to web is to provoke them with animals or dwarves that they'll shoot at (for example, you could have your spider be an engine that turns kittens into high-quality clothing!). --[[User:Vaniver|Vaniver]] 05:05, 25 April 2010 (UTC)&lt;br /&gt;
::Yep, that does the trick, thanks. Well, dogs do, the most of them at least, for most of them attack the spider, which then fights back with web, leaving about 6-7 webs per dog. --[[User:Doub|Doub]] 14:46, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Another Web Question==&lt;br /&gt;
There's plenty of giant cave spider webs underground, as my adventurer can attest. He hasn't met any so far, and I'm sure he's relieved :D Are the webs randomly generated, or are they actually giant cave spiders running around and avoiding my hero? --[[User:Dagoth Urist|Dagoth Urist]] 19:42, 16 May 2010 (UTC)&lt;br /&gt;
:In fortress mode, where there are webs there are spiders.  Sometimes they are in stealth mode, though, until it is too late!--[[User:Kwieland|Kwieland]] 20:13, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
Is the method on the main page verified?  In previous versions, the spider had to be able to pathfind to the target before it would spit webs (just like all other breath weapon users).  I suspect this is another 'great idea' by someone who's never tested it, much like the oft-mentioned dragon/fireimp turrets that are far more difficult to construct than most people think. [[Special:Contributions/98.212.62.219|98.212.62.219]] 18:15, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm trying to verify it now. I modified the object testing arena a bit and added this (top view):&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  .G.FDF...&lt;br /&gt;
  ...FFF...&lt;br /&gt;
  G=Giant cave spider&lt;br /&gt;
  F=Fortification&lt;br /&gt;
  D=Dwarf.&lt;br /&gt;
  .=Floor&lt;br /&gt;
:Nothing happened. The reverse, where the cave spider is in the fortification cell and the dwarf outside, didn't work either. What did work was having them standing on two platforms like this:&lt;br /&gt;
  #####&lt;br /&gt;
  #G#D#&lt;br /&gt;
  #####&lt;br /&gt;
  G=GCS&lt;br /&gt;
  D=Dwarf&lt;br /&gt;
  #=Empty space&lt;br /&gt;
:What happened here was that the GCS sporadically shot at the dwarf. They didn't do it as fast as they do in a fight, but they did shoot web. They seem to shoot more web the more targets there are, but I can't really verify this. I did two similar setups with platforms as above, where one platform had ~70 dwarfs on it. The one with more target seemed to shoot more frequently. &lt;br /&gt;
:SO: A viable way to farm GCS silk is a bit hard. The silk doesn't seem to fall down z-levels, and can hang in the air. Just having two pillars would make the collecting part a bit difficult, as noone could reach the silk. Perhaps one could let the GCS shoot at his enemy for a while, and when you're satisfied, a retractable bridge could form a floor to walk on from the main fortress. This would of course let the GCS reach the populated parts of your fortress, but a simple cage trap would solve this issue. This wouldn't work if a retractable bridge destroys raw silk. I haven't tested this, but it's a thought. And if this doesn't work, one could always pit cats in the same room as the GCS.&lt;br /&gt;
/[[User:Josj|Josj]] 02:53, 10 June 2010 (UTC)&lt;br /&gt;
:The web doesn't seem to stack, so it would be smarter to have an animal that runs around the GCS all the time than one just standing on a pillar to maximise the produced web. /[[User:Josj|Josj]] 02:57, 10 June 2010 (UTC)&lt;br /&gt;
::Although the web object spans empty space and not stack, my experience in 40d is that a bridge (particularly a retracting bridge, which tosses objects when it both opens and closes, as opposed to raising, which crushes objects when it lowers) will toss the webbing, creating a loose &amp;quot;web&amp;quot; that can then fall and stack together. However, I have not yet caught a GCS in .31 so I am not sure if certain rules (particularly regarding the silk) have changed. That said, it does appear that the method listed in the article should be removed as fortifications still do not appear allow pathfinding/webshooting. [[User:Niveras|Niveras]] 18:48, 22 June 2010 (UTC)&lt;br /&gt;
:::Yeah, you could probably go without a bridge. Just having the GCS in a 2x1 indentation in the wall to room, with a channel in front of it, and a creature it will attack in the main room. One could even make this setup:&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW    W=wall&lt;br /&gt;
  WWWWWW+WWWWWW    #=open space&lt;br /&gt;
  W   WW#WW   W    +=door&lt;br /&gt;
  + d +#G#+ d +     =floor&lt;br /&gt;
  W   WW#WW   W    G=GCS&lt;br /&gt;
  WWWWWW+WWWWWW    d=dog (or whatever creature that the GCS will attack)&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWW d WWWWW&lt;br /&gt;
  WWWWW   WWWWW&lt;br /&gt;
  WWWWWW+WWWWWW&lt;br /&gt;
:::Let the GCS shoot at one of the dogs. Close the door from the GCS to the room where you want to farm and open another door. Rinse and repeat. The dorfs won't run away from the GCS and the GCS is always free to shoot. One could remove the micromanagement from the exercise by creating a timer that opens and closes doors automatically. You can even put looms in the spaces between the dog rooms, if you'd like. But this plan borders on [[DF2010:Stupid dwarf trick|stupid]].&lt;br /&gt;
::::Finally caught a GCS in order to test this method. As somewhat expected, the empty spaces do not allow pathfinding and thus the spider does not shoot the chained animals. (Aside: confirmed that my slightly modified [increased frequency of traveling through and in additional caverns layers] untamed spider still shoots silk by letting it run free in a test case.) Also moved the chain one block closer (such that part of the 3x3 square of allowed movement would overlap slightly with the walls), still did not allow web. You could add fortifications around the doors (mechanised doors apparently still allow pathfinding, even when closed) but of course them your silk collectors will get job cancellations from seeing the spider. It would seem that if you want to produce silk you will need to rely on the standard fortifications-with-forbidden-door (with retracting bridge pits depending on desire complexity/automation). Incidentally, despite having building destroyer:1, untamed GCS do not destroy doors. [[User:Niveras|Niveras]] 20:12, 3 July 2010 (UTC)&lt;br /&gt;
:::I'm removing the farming section in the article as noone seems to have posted a working solution that has been tested in DF mode. I've just played around with it in arena mode in v.31.06.&lt;br /&gt;
&lt;br /&gt;
== Goblin Pit ==&lt;br /&gt;
Is there a reason why the goblins I drop into my giant cave spider pit aren't being attacked? They have no weapons and armor, and the spider isn't tamed. Will it eat them when it gets hungry? [[User:Aussiemon|Aussiemon]] 21:03, 22 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Web shooting makes the game ignore the [TRAPAVOID] on creatures==&lt;br /&gt;
When a creature walks into a GCS web, it falls down and the web gets removed. If the web is on top of a trap, the trap will be activated. &amp;lt;br /&amp;gt;&lt;br /&gt;
''Even when the creature has normally [TRAPAVOID]''&amp;lt;br /&amp;gt;&lt;br /&gt;
It has the same effect like falling unconcious.&amp;lt;br /&amp;gt;&lt;br /&gt;
''Except it works for creatures too that normally don't fall unconcious, like FBs and HFS.''&amp;lt;br /&amp;gt;&lt;br /&gt;
Someone on the forums heard about this rumor, and looked if someone can proof it. I was able to proof it (by adding [COMMON_DOMESTIC] to GCS) and piercing the HFS. And yes its goddamn working! Capture a GCS (tamed works best) and stuff it behind fortification (I have heard that they only shoot at stuff which they can path too, use doors (if its tame) so it THINKS it can path to it) that is next to your (trapfilled) entrance, it will shoot at incomming HFS and FBs, which will THEN activate the traps. Even cage traps. You can add HFS and FBs to your zoo/arena now, isn't that awesome?&lt;br /&gt;
&lt;br /&gt;
(For the corridor layout, you can use the same as I did: [http://img829.imageshack.us/img829/1397/steambrutecage.png] ) --[[User:Niggy|Niggy]] 16:36, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I am sure it should be noted on a page, but I don't know if it should be on the GCS page, or on the page about webs. What do you think?--[[User:Niggy|Niggy]] 10:39, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tamed Giant Spiders don't shoot at enemies==&lt;br /&gt;
You sure thats true? Cause I have seen them shooting at enemies.--[[User:Niggy|Niggy]] 09:25, 9 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wild GCS not hostile to cats ==&lt;br /&gt;
I have a giant cave spider pit with an untamed GCS at the bottom. I was planning on using it to dispose of excess cats, but it doesn't attack them at all! It happily attacks other animals though--my GCS pit has two puppy skeletons, a cow calf corpse, a live cat, and three live kittens. Can anyone else confirm this? [[User:King of the Internet|King of the Internet]] 21:08, 8 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=58090</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=58090"/>
		<updated>2009-11-11T23:05:45Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Made good biomes less intimidating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarf|dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations.  For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
It all starts here. The first thing to do when starting Dwarf Fortress is to [[World generation |create a world]]. Later on, you may wish to tweak the parameters to suit your play style, but for now, the ''Create New World Now!'' option is an easy way to get into your first game.&lt;br /&gt;
&lt;br /&gt;
The engine will start to create the world--watch it unfold! You might notice that worlds are rejected, sometimes even after the generator begins running rivers and lakes. This is normal, as the generator seeks a world which meets the criteria for optimum Dwarven Fun.&lt;br /&gt;
&lt;br /&gt;
Generating a standard random world can take several minutes. You can speed things up by selecting ''Design New World with Parameters'' instead of ''Create New World Now!'' and setting a smaller world size. These worlds tend to be less interesting and replayable, but work well if you want to try new things.&lt;br /&gt;
&lt;br /&gt;
Once you've generated a world you will return to the main screen and there will be a new option, &amp;lt;tt&amp;gt;Start Playing&amp;lt;/tt&amp;gt;. Upon selecting that you can choose the game mode - [[Dwarf Fortress]], [[Adventurer]], or [[Legends]]. This article is written with respect to Fortress mode.&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
So long as you have at least one world without an active game, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Select &amp;quot;Dwarf Fortress&amp;quot; and you'll find a four-section window:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
Going from left to right, these windows represent:&lt;br /&gt;
*The local map. The black box represents the area that your fortress will occupy if you decide to embark. The blue line is a stream, the green icons represent forests and swamps, and the gray triangles are mountain slopes.&lt;br /&gt;
*The regional map. This is like zooming out from the local map. The entire local map is represented by that yellow X. Most of the region is forest, with a mountain range in the bottom right. The two light blue lines are minor rivers.&lt;br /&gt;
*The world map. This is zooming out all the way. The yellow X represents the approximate position of the region.&lt;br /&gt;
*Information about the area that the black box is occupying. More on this below.&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. Note that using {{k|Shift}} can cause the key to get &amp;quot;stuck&amp;quot; - press it again to cancel.&lt;br /&gt;
&lt;br /&gt;
You can move around the local map with these keys:&lt;br /&gt;
   {{k|u}}&lt;br /&gt;
 {{k|h}}  {{k|k}}&lt;br /&gt;
   {{k|m}}&lt;br /&gt;
&lt;br /&gt;
You cannot directly move around the world map. Movement across the world map is shown relative to your movement on the region map. In world generated with the default settings, each square of the world map contains several squares of the region map.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display the ''biomes'', ''civilizations'', and ''geology'' of the local area.&lt;br /&gt;
&lt;br /&gt;
====Biomes screen====&lt;br /&gt;
This display gives you an idea for the environment you'll be parachuting into.  Click any of the blue links for more information on the subject. [[Biome]]s are determined by the type of life in the area.  On the Biome screen, you'll see:&lt;br /&gt;
* '''[[Temperature]]''': How hot or cold it gets in the area.  Can be ''Freezing'', ''Cold'', ''Temperate'', ''Warm'', ''Hot'', and ''Scorching''.  In a nutshell, temperature extremes make it harder to get and keep a reliable source of [[water]] going.  In Freezing and Scorching climates, you may have to do without water at all.  Temperate and Warm are both good places to start your first fort.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Amount of [[tree]]s, and [[plant|other vegetation]]''': A general indication of the density of plant life in the area.  For trees, this can be ''none'', ''scarce'', ''sparse'', ''woodland'', or ''heavily forested''.  For other plants, you can see ''none'', ''scarce'', ''moderate'', and ''thick''.  Trees are chopped down for [[wood]], which is a critical, if small, part of your fortress.  You can import lots of it from [[caravan]]s, so don't worry too much about it.  However, more trees never hurt anyone, and totally treeless maps are quite a bit more difficult in the early going, so aim for ''sparse'' or greater trees.  Other plants basically means shrubs, bushes, and other vegetation that you can harvest food from with the [[plant gathering]] skill.  Generally speaking, you will use this trick in the first year of your fortress, then never again.  [[Plant]] density is not very important.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Surroundings]]''': This is a hint at how wild the wilderness is.  The outskirts of a jungle might be fairly calm and safe, while the heart of that same jungle could be thick with vicious predators.  In game terms, this will clue you in to the specific types of [[tree]]s and [[plant]]s you will find, in addition to indicating the [[animal]] types you'll run into.  This also clues you in to the ''alignment'' of the surrounding area.  So, the two things this word tells you is how ''good'' or ''evil'' an area is, and how ''calm'' or ''savage'' an area is.  ''Good''-aligned areas, from calm to savage, are ''serene'', ''mirthful'', or ''joyous wilds''.  ''Neutral''-aligned areas are, from calm to savage, ''calm'', ''wilderness'', or ''untamed wilds''.  ''Evil''-aligned areas are, from calm to savage, ''sinister'', ''haunted'', or ''terrifying''.  ''Good'' zones tend to have benign mythological creatures, like the [[unicorn]], while ''evil'' areas have a multitude of [[undead]] and some of the most vicious [[creature]]s in the game.  For your first fortress, stick to a ''neutral'' or ''good'' alignment.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''Major land forms''': A last field, which will not always be full, will mention things you should know about, like [[river]]s.  Rivers provide an unlimited source of [[water]], but can be home to dangerous fish like the [[longnose gar]] and [[carp]].  Still, though, the benefits generally far outweigh the risks.  [[Volcano]]es are also noted here, one of the only guaranteed ways to get [[magma]].  Magma makes a few things a lot easier, but it is dangerous to work with and must be handled very carefully because of the [[fire imp|horrible]] [[magma man|creature]]s that come out of it.  Not critical, especially not for your first time out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you'll be looking at a place with more than one [[biome]] in the same selected square.  You can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of biomes.  In the picture above, we are looking at the mountain in the center, which is cold and has no trees or plants because it's too high up for those things to grow.&lt;br /&gt;
&lt;br /&gt;
====Civilization screen====&lt;br /&gt;
These are nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.  The possible entries here are ''dwarves'', ''humans'', ''elves'', ''goblins'', and ''kobolds''.&lt;br /&gt;
* '''[[dwarf|Dwarves]]''': You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere.  It is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves, assuming there is at least one surviving dwarven civilization.  Depending on how remote the area is, though, you may not get some of the features of the game you would otherwise: being cut off from the world will prevent most [[noble]]s from coming to your fort, which will stop the [[dwarven economy]] from ever being activated.  You will also not get a [[liason]] with your dwarven caravan, so you will be unable to request goods.  &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Humans]]''': Humans are almost always friendly, and love [[trade]].  They send [[liaison]]s to let you request goods and are generally a huge boon to any fortress.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Elves]]''': Elves are usually friendly and make fair trading partners, but have a [[Trade#Elves|particular ethos]] about trading.  They do not send a trade [[liason]] and their goods are luxuries at best.  They can be very annoying, but are generally not dangerous unless you provoke them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Goblin]]s''':  Goblins are your main enemies in Dwarf Fortress, and will produce most of the aggression against your fort.  They periodically launch ambushes, consisting of five to ten goblin warriors, and will send [[siege]]s after your fort reaches 80 dwarves.  [[Trap]]ped entrances, [[war dog]]s, and eventually a [[military]] will be needed to repel them.  Just be sure not to start in the middle of a goblin citadel.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
* '''[[Kobold]]''': Kobolds are petty thieves that are little more than irritations in most situations.  If you are careless and let their thieves get away with a lot of stuff, though, they may upgrade to raiding parties of archers.&lt;br /&gt;
&lt;br /&gt;
====Elevation screen====&lt;br /&gt;
Relative [[Z-axis|elevation]]. This is a normal topographic map that you're used to from real-life maps.  It just gives you an idea of the lay of the land.&lt;br /&gt;
&lt;br /&gt;
====Slope screen====&lt;br /&gt;
[[Slope]] steepness. This shows you where large cliffs are.  Try to avoid [[cliff]]s of 4 or more, as the taller maps take a lot more computer power to run. On the other hand, flat areas are boring - a good elevation map contains lots of low elevation changes ranging from 1 to 4. However, choosing areas with high elevation changes gives you much more stone, ore, and gems to work with and may even provide decent protection against invaders. It's your choice in the long run, particularly if you don't really care about performance.&lt;br /&gt;
====Embark alerts====&lt;br /&gt;
When you're satisfied with your area and hit {{k|e}} to embark, you may get some alerts about being in a very difficult area, or about an [[aquifer]].  Aquifers can make it frustrating to get started, so if you are alerted about an aquifer, seriously consider moving somewhere else for your first fortress.  After you have the basics down, tackling an aquifer is much easier.&lt;br /&gt;
====Location recap====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Try to get a temperate or warm climate, since extreme temperatures are more difficult.&lt;br /&gt;
* Trees and vegetation are good for producing lumber and food for your fortress, but you don't need tons of them.&lt;br /&gt;
* ''Neutral''-aligned [[surroundings]] are best for your first fortress, but ''good''-aligned surroundings are also OK.  Avoid ''evil''-aligned surroundings, however.&lt;br /&gt;
* Running water ([[river]]s, streams, and [[brook]]s) are a permanent source of [[water]]. [[Lake]]s and [[murky pool]]s have a finite amount of water and may dry out.  Not having enough water can be a big obstacle, so try to get some running water your first time out.&lt;br /&gt;
* [[Humans]] and [[elves]] are friendly, so an area they have access to is nice.&lt;br /&gt;
* [[Magma]] is cool (hah!), but not critical.&lt;br /&gt;
* Areas with [[aquifer]]s require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
** If you insist on starting in an area with an aquifer, read up on the dangers of aquifers, and, if at all possible, choose an embark site that includes an aquifer-less [[biome]].&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more information on specific game mechanics such as [[sand]], [[flux]], and how to find [[iron]], check [[Stone layers|this page]].&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area.  This is the size of the game field you're playing on.  Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance (larger areas require more CPU power), higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front gate. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|u}} {{k|m}} {{k|k}} or {{k|h}} keys.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site, or one with an [[aquifer]].&lt;br /&gt;
&lt;br /&gt;
==Buying skills and items==&lt;br /&gt;
After you embark, you're given the option to either start immediately or prepare for the journey carefully.  You should pretty much always prepare carefully if you enjoy staying alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several examples for you to choose from.  Here, we are only going to discuss some basics that help you understand enough to make your own decisions.  The embark screen opens up on the ''skills'' screen, and can be changed to the ''items'' screen by pressing {{k|TAB}}.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
In Dwarf Fortress, it's not what you have, it's who you have.  Skilled dwarves are the cornerstone of everything, from domestics to security, so it's extremely important to embark with good people.&lt;br /&gt;
&lt;br /&gt;
As you will see in this screen, you have 7 dwarves, all with 10 points to put toward starting skills.  We will want to use all 10 of the points on all 7 of the dwarves.  By default, you won't have enough ☼ to do this, so hit {{k|TAB}} to go to the items screen and hit {{k|-}} over the ''Steel battle axe'' line to give subtract one.  This should give you enough ☼ to assign all your skills.  You can only spend 5 of the 10 points in any one skill, making the maximum skill level upon embark ''proficient''.  This makes a total of 14 ''proficient'' skills, or a larger number of lower skill levels.&lt;br /&gt;
&lt;br /&gt;
In a fledgling fortress, the 4 indispensable jobs are [[mason]], [[miner]], [[grower]], and [[carpenter]].  A good beginning strategy is to embark with at least 1 dwarf being ''proficient'' in these 4 skills.  Many people choose to double up on proficient miners and growers, since mining and farming are both pretty big jobs.&lt;br /&gt;
&lt;br /&gt;
Other useful skills to consider:&lt;br /&gt;
* '''[[Cook]]:''' Cooks make [[prepared meal]]s in the [[kitchen]], which helps you manage your food stock space.  Well-prepared meals are also valuable [[trade]] goods, and make dwarves happy when eaten.  Highly skilled cooks make better meals, and prepare meals faster.&lt;br /&gt;
&lt;br /&gt;
* '''[[Brewer]]:''' Brewers make [[booze]] in the [[still]].  Dwarves being dwarves, they need alcohol to operate at peak efficiency, and highly-skilled brewers make better tasting booze and finish brewing faster.  Dwarves get happier when they drink good booze.&lt;br /&gt;
&lt;br /&gt;
* '''[[Herbalist]]:''' Herbalists gather food and seeds from [[shrub]]s in the local area.  Skilled herbalists pick faster and come away with far more food.  Where an unskilled herbalist will come away with one [[wild strawberry]] or none at all, a proficient herbalist will often pick 3 or 4, and sometimes 5.&lt;br /&gt;
&lt;br /&gt;
* '''[[Woodcutter]]:''' Woodcutters fell [[tree]]s for use by [[carpenter]]s.  Highly skilled woodcutters fell trees much faster.  However, since you don't need that much wood, you can get away with a normal (no tag) woodcutter just fine.&lt;br /&gt;
&lt;br /&gt;
* '''[[Mechanic]]:''' Mechanics build and use [[mechanism]]s, which have myriad uses in [[trap]]s, [[lever]]s and some [[machine]]s.  Highly skilled mechanics finish installing mechanisms much faster, and the mechanisms they build are of higher quality.  However, the quality of the mechanism primarily matters to beginning players for its [[trade]] value, and in early fortresses the need for mechanisms is usually so small that any dwarf can pick it up and handle it well enough.  Still, a solid choice, especially if you like [[trap]]s.&lt;br /&gt;
&lt;br /&gt;
* '''[[Armorsmith]], [[Weaponsmith]]:''' These become very important quickly if you want even decent weapons and armor and are annoying to train up from scratch.&lt;br /&gt;
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* '''[[Siege engineer]]''' is not useful at all in an early fortress, and far from ever being essential, but training an unskilled dwarf in it requires a lot of material and time.&lt;br /&gt;
&lt;br /&gt;
* '''Military skills ([[Wrestler]], [[Axedwarf]], [[Hammerdwarf]], etc):''' Early on, it's unlikely that you'll need these, since there's generally very few things that will bother a band of dwarves who aren't hurting anyone, but certain places, such as those with a [[chasm]], will have hostile creatures around.  In these areas, you may consider giving your woodcutter the Axedwarf skill so he can use his chopping axe as a weapon. A miner can &amp;quot;pinch-hit&amp;quot;, since the [[Mining]] skill also covers wielding a pick in combat, but the dwarves don't understand this yet, so a drafted miner will get unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
* '''Social skills ([[Appraiser]], [[Judge of Intent]], [[Consoler]], etc):''' Putting these on one dwarf will make them a shoo-in for the Expedition Leader slot, and ranks in Appraiser and Judge of Intent will make interacting with the first caravan much easier.  However, even if you don't train this at all, some persistence in trading with the first caravan will level your leader up enough to trade with the second caravan like a champion.&lt;br /&gt;
&lt;br /&gt;
Once again, examples can be found in the [[starting builds]] page.  What you bring is incredibly dependent on your play style, though.  Some people think bringing Mechanics along is a total waste of time, others consider them indispensable.  Some people like having skills that aren't even on this list, like [[Leatherworker]].  Read the starting builds, ask questions, and explore!  Who cares if your first idea doesn't work out after playing an hour?  Restarting is easy and ''losing is fun''.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
Now that we're done with assigning skills, hit {{k|TAB}} to go over to the item screen.  Item worth is another extremely situational thing, and you'll find as many opinions as there are Dwarf Fortress players as to what is good to bring.  Once more, it depends VERY heavily on your play style.  Again, [[starting builds]] can provide some good example reading.  This section will only cover the basics and give you enough information to make your own decisions.&lt;br /&gt;
&lt;br /&gt;
====Tools====&lt;br /&gt;
You'll need a couple of finished tools to get yourself started.&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Battle axe]]s''':  Every [[Woodcutter]] needs an axe. Steel battle axes are the only type you can purchase on this screen, and they're expensive. You might want to bring just one, unless you expect to need a lot of lumber and/or axedwarf muscle.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;'''[[Pick]]s''': Likewise, [[Miner]]s need picks.  All picks work equally well, their material only determines the damage they do in combat.  Thus, copper picks are the budgeting dwarf's choice, at a paltry 20☼ each.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;'''[[Anvil]]''': One of the big questions to ask yourself is whether to bring an anvil on embark.  It's extremely expensive at 1000☼, but to start a [[metal]] industry, you will either have to start with one or request and purchase (or steal!) one from a [[caravan]] somewhere down the line.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Generally, if you are going to a very mountainous area where you're likely to see lots of ore and you want to be able to make use of it right from the get-go, bring an anvil.  If you're going to spend a few years getting your fortress established before worrying about metal production, drop it and bring more raw commodities.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;One occasional problem is that axes and picks are absent entirely.  If this is the case (or you just don't want to spend all that money), you can bring the materials to [[make your own weapons]].&amp;lt;/p&amp;gt;&lt;br /&gt;
* If you want to save points and smelt the ore yourself, take copper nuggets instead of copper bars, and use the smelter to convert the ore into copper bars.&lt;br /&gt;
* A good alternative ore to bring along, and not much more expensive, is [[tetrahedrite]] - when [[smelt]]ed, it yields one copper bar with a 20% chance of an additional [[silver]] bar each.  Silver is a good metal for [[metal crafter]]s, or you can have an unskilled worker forge a practice weapon out of silver for training - silver is tied with wood for the safest material for practice weapons, and you have to trade with elves for wooden ones.&lt;br /&gt;
* Other mixes of ores, to create bronze or bizmuth bronze, etc, are possible - as you learn about the game you'll decide what works best for you, and in what starting situations.&lt;br /&gt;
*Fuel and metal in hand, deconstruct the smelter (if needed; {{k|q}} to highlight, then {{k|x}} to deconstruct), and construct a [[metalsmith's forge]].  Make sure someone has [[weaponsmith]]ing on.  After the forge is up, order it to make the axes and picks you need.  Deconstruct the forge when you're done and enjoy your new tools, hopefully with [[quality]] modifiers!&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Raw materials====&lt;br /&gt;
As it was briefly covered above, sometimes it makes more sense to bring a lot of raw materials than some finished goods.  Raw materials are a lot cheaper than finished goods, and so long as you invest heavily in your dwarves' skills (which you should!), you can probably make better quality stuff, anyway.&lt;br /&gt;
*'''[[Stone]]''': Only bring this if you're trying to build some of your tools on the spot, as noted above.  Otherwise, you will get stone coming out of your ears once you start mining.&lt;br /&gt;
*'''[[Metal]]''': Generally not recommended.  However, if you're expecting trouble and you're bringing an anvil, bringing many bars of [[iron]] and [[charcoal]] in lieu of a [[battle axe]] can be a big boon.  If your dwarves can get to a spot that gives them a breather, a proficient [[weaponsmith]] or [[armorsmith]] could stamp out high-quality goods to give your dwarves a better fighting chance.  This is a pretty advanced trick to pull off, though, so don't try to pull it if you're not confident.&lt;br /&gt;
*'''[[Wood]]''': Wood is a bargain at only 3☼ per log, and the 100 logs you can bring in exchange for a steel battle axe will last you a long time.  This is a great technique for making [[Woodcutter]] unneeded in the early game, but you need to budget your wood use for the first year very carefully.  When you're out, you're out!&lt;br /&gt;
*'''[[Leather]]''':  Leather is cheap at 5☼ per for the cheapest.  Bring a few to make extra bags for gathering plants - don't worry if you don't have a [[leather worker]], you don't much care about a quality multiplier for bottom-value items like leather bags.  If you are going to make your own leather armor (early or later), consider bringing someone with leather working skill.&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
Easily the most important part of your preparation is what you're going to eat, drink, and plant once you get on site.  Without food and booze, you're not going much of anywhere.&lt;br /&gt;
*'''[[Food]]''': Most food comes at a mere 2☼ per unit, and 8 units will feed 1 dwarf for a year.  Bringing a year of food will give you a good cushion to getting your farms working, so aim for about 60 food if you can.  If you must cut back, though, 40 will be fine if you make your farms an early priority.  The best food staple to bring along is [[turtle]].  Turtle produces [[shell]] and [[bones]] when eaten, which can be used as raw materials for other things you need, including armor, crossbows, and crossbow bolts.  Further, shell is a common request for [[strange mood]]s and is a pain to produce, so getting some early could save yourself a failed mood and a dead dwarf.&lt;br /&gt;
*'''[[Booze]]''': Dwarves drink twice as often as they eat, and they always want to down some alcohol if at all possible.  They also like different kinds of alcohol.  Bring twice as much booze as you bring food, and divide it evenly among the 4 types of alcohol you can take ([[dwarven wine]], [[dwarven beer]], [[dwarven ale]], [[dwarven rum]]). Even more nifty, check the booze preferences of your 7 dwarves on embark and allocate the 4 kinds accordingly. Plump helmets (wine) and pig tails (ale) are fast growing, so you might take less of those, particularly if no dwarf has a preference for them. Too much booze is a real barrel hogger but this problem is far off. More booze is better 99% of the time.&lt;br /&gt;
*'''[[Seeds]]''': Your farms have got to start somewhere.  Definitely bring along [[plump helmet spawn]] (for food and booze) and [[pig tails]] (for cloth ropes and booze variety).  How many you bring is dependent on how big you want your initial farms to be.  5 of each is plenty to feed your initial dwarves, and you will get more seeds any time the plants are consumed in any way ''except cooking''.  You may want to use the [[kitchen]] menu to disallow cooking of plump helmets until you have a healthy supply of seeds.  Or, alternatively, just don't make any prepared meals until you've got a healthy supply of seeds.  The other seed types require a lot more labor to use properly, and should probably wait until you have more dwarves in the fortress.  You can buy seeds from the dwarven caravan for almost nothing, but if you want a greater variety along, go for [[rock nuts]].  The [[quarry bush]] that sprouts from it produces the greatest space to yield ratio in the game.  Eventually, though, you should be planting all 6 of the underground [[crop]]s at least.&lt;br /&gt;
&lt;br /&gt;
Food and booze are stored in [[barrel]]s, with each type in its own barrel.  Since barrels have a 10-unit capacity, you can get a lot of free barrels by starting with many, many kinds of food in quantities which end in 1.  Barrels are important, and usually need wood to make, so it's worth it to use this quirk while you can by starting with at least one unit of every type of food.&lt;br /&gt;
&lt;br /&gt;
Seeds are stored in [[bag]]s in multiples of 100, also by type. Bags are cheap and easy to make, and not as important as barrels, since making cloth bags is a good way to train up your [[clothier]], so it's not recommended to spend the extra to get 1 free bag.&lt;br /&gt;
&lt;br /&gt;
====[[domestic animal|Domestic Animals]]====&lt;br /&gt;
Not only dwarves live in your fortress, after all.&lt;br /&gt;
*'''[[Dog]]s''':  Dogs are dwarf's best friend.  They can be trained into [[hunting dog]]s or [[war dog]]s, require no food or maintenance, and make good pets for your dwarves.  Always bring at least 2.  Genders alternate when picking them up, so 2 will give you a breeding pair that will have more puppies freely.  They make fantastic security early and fantastic dwarfsaving distractions later on.  Dogs will happily lay down their lives to protect their master, which is huge when it means one of your best legendary dwarves is running away from an angry [[goblin]].&lt;br /&gt;
*'''[[Cat]]s''': Cats provide a wonderful function in controlling [[vermin]] in the fort.  Vermin can make your dwarves extremely unhappy, so some cats are more or less a requirement.  The largest problem with cats, however, is that their population is very difficult to control.  Cats will choose their own owners (without the dwarf in question's consent), and after they've done so, you cannot order them butchered to control their numbers.  The resulting [[catsplosion|population explosion]] can clutter hallways and murder your framerate.  The best thing to do is to put all stray cats and kittens in a [[cage]] (one will hold them all).  You can then butcher them without running the risk of the cats adopting dwarves before the butcher gets around to them, and if vermin start to get out of hand, you can always release one or two to help.  If you want vermin control from the start, bring just ONE cat so it cannot breed and cause a population problem early.  However, immigrants will very commonly bring their pet cats to the fortress, so if you can live with vermin early, you'll likely get a cat for free within a year.  Or, be prepared to cage and slaughter them aggressively for meat and hides - that can work too.&lt;br /&gt;
*'''Beasts of burden (horses, muskoxen, cows, donkeys, &amp;amp; mules)''': You get two of these for free when you start the game - each one random as to sex and the five possible species (and mules don't breed).  Unlike cats, dwarves must choose to adopt beasts of burden, which they won't do unless you let them to do so (in z-&amp;gt;animals menu).  That's fairly rare, so the vast majority of the beasts of burden in your fortress will stay strays. Many immigrants may bring useless animals with them though - as they are adopted already you can't butcher or cage them, but they can still help start a breeding program for meat, hides and bones.  You can also trade later for whatever the caravans bring. All newborns belong to the fortress, so you can do what you want with them.&amp;lt;br&amp;gt;&lt;br /&gt;
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Once again, check the [[starting builds]] page for more ideas, read the pages linked above, and experiment.  The learning process is half the fun in Dwarf Fortress; enjoy it!&lt;br /&gt;
&lt;br /&gt;
==Game on!==&lt;br /&gt;
We've chosen an area, selected our supplies, and we're ready to play.  The game opens with your dwarves huddled around the wagon they used to get here.&lt;br /&gt;
==Gameplay overview==&lt;br /&gt;
This section will deal with the tasks you'll need to tackle in your first year of gameplay.  These tasks are ''selecting a dig site'', ''building workshops'' (and ''marking stockpiles''), ''building lodging'', ''starting farms'', and ''trading''.&lt;br /&gt;
===Selecting a dig site===&lt;br /&gt;
You'll have to decide where you're going to dig in and start your fortress.  You should consider the natural formations of the surrounding area when deciding where you want your main entrance.  Ideally, there should be one way in and one way out.  This one way should be fairly sizable, to pander to [[caravans]] and [[traffic]].  Proximity to a good [[water]] source so you can build a [[well]] more easily is also desirable.  You can fix either of these things with extra digging and building later on, though, so don't sweat the decision too much.&lt;br /&gt;
&lt;br /&gt;
The most direct way to start is to find the side of a nearby mountain and dig into it, but if you're in a very flat area, you might have to dig downward instead.  To start digging, hit {{k|d}}esignations, then {{k|d}}ig.  Move your cursor using the arrow keys to where you want to dig, and hit {{k|ENTER}}, then move your cursor over to the place you want the digging to end.  Mining designations are rectangular, so you can go both left and right and up and down as you're designating area.  This tells your dwarves to cut into a wall and hollow it out, often leaving behind a [[stone]] if it is a rock wall.  [[Soil]] walls become hollowed out, but never drop anything.  These hollowed out areas are where you'll build the vast majority of everything you need.&lt;br /&gt;
&lt;br /&gt;
If you need to dig down instead of in, you need to use either a '''[[stairs|stairwell]]''' or a '''[[ramp]]'''.  For a stairwell, use {{k|d}}esignations, and downward stairway ({{k|j}}).  Note that this is only half of a stairwell.  To build the other half, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate an {{k|u}}pward stairway to connect to it.  You are then underground and can use {{k|m}}ining normally.  For a ramp, you must go down a z-level ({{k|&amp;gt;}}) and {{k|d}}esignate a {{k|r}}amp on the area you want cut away.  You do not need to build anything above it; your miners will figure it out.  If you are building downward and want [[caravans]] to come down into your fortress, you will need to use [[ramp]]s, at least 3 right next to each other.  Keep this in mind when deciding where you want to dig down.&lt;br /&gt;
&lt;br /&gt;
When designing your main entrance, be mindful that as many as 200 dwarves could be coming and going eventually, and that [[goblin]]s are going to want in at some point or another.  A 3-wide entrance corridor is ideal.  It is wide enough to accept a good amount of traffic and caravans, but narrow enough to use diabolical traps and designs to kill lots of goblins.  Your main doors will have to be only 2-wide, though, as [[door]]s require a wall adjacent to them to build properly.&lt;br /&gt;
&lt;br /&gt;
Once you've decided where you want your main entrance, it's time to move your supplies over there.  We will have to set them outside for now, but we'll want to move them indoors as soon as we can.  Press stock{{k|p}}iles, and designate areas for {{k|f}}ood, {{k|w}}ood, and {{k|r}}efuse.  You can designate all sorts of stockpiles from this screen, so hit {{k|t}} and poke around in the custom stockpile settings for a little bit, figuring out what you can do.  Do '''NOT''' designate a stone stockpile for now.  It will eat up a lot of time unnecessarily.  While we're organizing our supplies, deconstruct your wagon by pressing {{k|q}}uery, putting the cursor over your wagon, and pressing deconstruct ({{k|x}}).  A dwarf with the [[carpentry]] labor enabled will come by and pull the wagon apart, turning it into 3 [[log]]s.  The wagon is useless to you, so there's no reason to not do this. Some people prefer to wait until the wagon has been emptied before deconstructing it. In order to see the contents of a building, use the {{k|t}} command and scroll over the wagon.&lt;br /&gt;
&lt;br /&gt;
Plan for your finished, 200-dwarf fortress right from the get-go.  It's very easy to dig out new area.  It's very HARD to go back and redo something the way it should've been from the start.  3-wide hallways is typically plenty for high-traffic areas.&lt;br /&gt;
&lt;br /&gt;
===Building workshops===&lt;br /&gt;
Time to get some work done!  Taking in raw materials and spitting out stuff that's useful: that's the name of the game for workshops.  You should start putting down workshops as soon as you have raw materials.  You'll need to get basic living provisions like [[bed]]s, [[table]]s, [[chair]]s, [[chest]]s, and the like down for not only your first 7 dwarves, but the [[immigrant]]s that could come at any time as soon as possible, so you can't waste any time.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Stone]] will show up from your miners digging.  Once you have an area with a decent amount of stone, you should get a [[mason's workshop]] built in the area.  Check the [[workshop]] page for full details if you have problems building one. The keyboard command is:&lt;br /&gt;
* {{k|b}}uild order&lt;br /&gt;
* the {{k|w}}orkshops sub-menu&lt;br /&gt;
* {{k|m}}ason's workshop.  &lt;br /&gt;
&lt;br /&gt;
Once the workshop has been built by a dwarf with the [[masonry]] [[labor]], you can {{k|q}}uery the workshop to find out what it's current orders are, {{k|a}}dd or {{k|c}}ancel orders, set an existing order to {{k|r}}epeat,  order the workshop dismantled, and other tasks.&lt;br /&gt;
&lt;br /&gt;
Add orders for a {{k|d}}oor, a {{k|t}}able, and a {{k|c}}hair. Stone chairs will show up as ''thrones'' in the orders.  They are exactly the same.  Then set each order to repeat.  This workshop will now make [[door]]s, [[table]]s, and [[chair]]s until you tell it to stop.  You'll need a lot of these, so that's OK.&lt;br /&gt;
&lt;br /&gt;
Also build a [[carpenter's workshop]] near the wood stockpile you designated earlier, and tell it to make {{k|b}}eds.  Put this on {{k|r}}epeat, also.  The wood you brought along, even after disassembling your wagon, won't last long. If you brought along a [[woodcutter]], now would be a good time to get him to chop down some trees.  Hit {{k|d}}esignations, and then hit chop down {{k|t}}rees.  Chopping designations work exactly like mining designations, but it will only highlight trees in the rectangle you give it.  Don't worry about chopping a ton of wood right now; trees don't go anywhere fast, so you can always come back for more.&lt;br /&gt;
&lt;br /&gt;
While making workshops anywhere the material happens to be works fine right now, you will want a more organized way of doing it later.  Check out the [[Design_strategies#Workshop_Logistics|workshop logistics]] page for ideas on how to set it up.  After you do get things set up, be sure to move your stockpiles underground; aboveground stockpiles are vulnerable to thieves and are usually a long way away.  Don't be afraid to tear down workshops; they are built quickly and easily, and tearing them down does absolutely nothing harmful, even returning the materials used in it's construction.  Be aware that workshops create [[noise]] when they are in use, which can disturb your dwarves' sleep, so don't build them close to any [[bed]]s.&lt;br /&gt;
&lt;br /&gt;
===Building lodging===&lt;br /&gt;
With commodities coming out, it's time to set up places where they can be used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tell your miners to dig out a large (5x5 minimum) room to become your [[barracks]].  The barracks is essentially a communal sleeping room where dwarves without their own apartment can come to crash.  It is also the place where your [[military]] will come to [[sparring|spar]] once you start recruiting soldiers.  Since your military hangs out in the barracks a lot, it's a good idea to put it near the main entrance of the fortress.  If [[Thief|thieves]] stumble in, they are likely to meet a very grisly end as they bump into a pair of dwarves in the middle of combat training, and later, in case of a more major attack, they are more likely to be closer to where you need them.  Note, however, that sparring dwarves can very seriously [[wound|hurt]] or kill eachother if their sparring area is too crowded, so keep beds stacked along one wall and the rest of the room clear and uncluttered.  You do not need too many beds in the barracks right now.  Beds in the barracks are public, and dwarves have their own schedules, so the entire fortress will not sleep at once.&lt;br /&gt;
&lt;br /&gt;
After the barracks is dug, tell your dwarves to {{k|b}}uild a {{k|b}}ed.  Your cursor will come up, turning red on an unacceptable location and green on an acceptable location.  Unacceptable locations will give you a short reason as to why they're unacceptable.  Again, just stack beds against one wall of the barracks; 5 beds will be fine to start out with.  After indicating the placement of the beds, your dwarves will haul them over and install them.  Once they are installed, {{k|q}}uery a bed, then make a {{k|r}}oom.  Use the {{k|+}} and {{k|-}} keys to size the room that will be considered the barracks.  All beds within the flashing square will be considered public, so there's no need to do this more than once.  Fill up the whole 5x5 area ({{k|b}}uild {{k|d}}oors if you need to cordon off the area to make it a nice square) and hit {{k|ENTER}}.  You've created your first [[room]]!  A room status screen shows up.  Be sure to hit {{k|b}} to confirm that it is a barracks.  If you don't, the first dwarf that sleeps in this room will claim it as his or her apartment, which isn't what we want.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barracks will keep your dwarves from sleeping on the floor, which would make them [[thought|unhappy]].  As the game goes on, though, it is a very good idea to move dwarves into their own apartments.  They get much [[thought|happier]] for it, it keeps traffic down, and provides you with some more diabolical options such as locking a troublemaker in his room by {{k|q}}uerying the door and {{k|l}}ocking (forbidding) it.  See the [[bedroom design]] page for ideas on how to set up your apartments.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With bedding handled, we need to set up a [[dining room]], which will double as our [[meeting area]].  Dwarves will eat in their apartment sometimes if you install a table and chair in it, but mostly, dwarves prefer to eat in a public [[dining room|dining hall]] with a table all to themselves.  As the [[meeting area]], dwarves will also show up there whenever they have nothing better to do (have 'No Job') to socialize and kill time.  It is a pretty high-traffic area, so be sure to use double-doors as the entrance and exit. It should again be fairly large (25 tiles minimum; this could be 5x5, 4x6, whatever suits your fancy).   Once it's dug out, {{k|b}}uild {{k|t}}ables along the walls, and then {{k|b}}uild {{k|c}}hairs next to the tables, one per table.  Once a table is laid out, {{k|q}}uery the table and make a {{k|r}}oom out of it.  Fill up the dining hall area, and hit {{k|ENTER}}.  Be sure to hit {{k|p}} to set it as a meeting area, and you're done here.&lt;br /&gt;
&lt;br /&gt;
As with most kinds of furniture, dwarves can walk through tiles containing tables, chairs and beds. The most notable exception to this are [[statue]]s.&lt;br /&gt;
&lt;br /&gt;
===Starting farms===&lt;br /&gt;
The basics of life are in place!  Now it's just a matter of getting the farms in place to make sure life goes on.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Farming]] is the most reliable source of food in the game, and the only way to be sure you're going to feed a large population.  The catch is, we can only farm on [[mud]] or [[soil]].  Mud is only created through [[irrigation]], which is complicated and more trouble than it's worth if you have access to any serious quantity of soil.  Avoid using irrigation if you can.  The logistics of controlling enough water to make arable land on stone are extremely annoying.&lt;br /&gt;
&lt;br /&gt;
On [[soil]], however, farming couldn't be easier.  Simply mine out an area of soil (underground, since the seeds you can embark with will NOT grow aboveground), then {{k|b}}uild a farm {{k|p}}lot.  Use {{k|u}}, {{k|m}}, {{k|k}}, and {{k|j}} to resize your plot to the size you want; 3x3 should be plenty to start out, and you will max out at roughly 30 to 40 total squares being used for food and booze production to support a full fortress.  This changes some depending on the skill of your [[grower]]s, but it's a fair guideline.  After placing the farmland, a dwarf with the Farming (Fields) labor enabled will come by and prepare it for use.  After it's done, {{k|q}}uery the new field and decide on your crops for each season.  The crop display will show every crop that can possibly be planted there - it does not nessecerally mean you have seeds to plant.  [[Plump helmet]]s are best for your first field, since they can be brewed to [[booze]], eaten raw, and cooked.  If you find some seasons have red letters, that is because the season has already passed and you cannot edit it again this year.  You will have to pick it up in the spring of the following year.  Be aware that Dwarf Fortress will '''NOT''' give you an error if you attempt to plant something you have no seeds of.  It will give you an error if you '''run out''' of seeds after starting planting, but not if you simply have none to begin with.  If you can't remember what kind of seeds you have, check around your wagon and your designated food stockpile using {{k|k}} for a seeds bag.  Hit {{k|Enter}} when you find it to inspect the bag and see what kind of seeds it carries.  Later on, you will be able to find it more easily using the {{k|z}} key and the &amp;quot;Stocks&amp;quot; menu, but right now your stocks will lack the precision to use the &amp;quot;zoom&amp;quot; key.  See the [[bookkeeper]] article for more information on stockpile precision.&lt;br /&gt;
&lt;br /&gt;
Eventually, you will want to be planting many, many different kinds of crops.  [[Dimple cups]] are great later on, because they produce [[dimple dye]], which can be used to increase the value of the clothing your fortress produces.  [[Cave wheat]] can be used to provide fodder for luxury prepared meals, and to make more brewing fodder.  As your fortress grows and you need more and more luxuries to keep everyone happy, diversifying can only help you.  &lt;br /&gt;
&lt;br /&gt;
On a note about [[irrigation]] before wrapping this section up, mud behaves almost identically to soil.  All below-ground crops can be grown equally well on either, and you build and place the plots exactly the same.  There are a few differences, though.  Mud can be [[Farming#Increasing_yield|fertilized]] with [[potash]], while dry soil cannot.  Some above-ground crops can only be grown in mud, while others can only be planted in dry soil.  Check the [[crops]] page for more details.  Irrigation is a very advanced technique that provides only marginal benefits.  Some &amp;quot;unlivable&amp;quot; areas can be turned around with skillful irrigation and fertilizer, but by and large they're not necessary.  Just use soil whenever you can.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
Now that you've given your dwarves a place to sleep and avoided the possibility of starvation, you can start thinking about the finer things in life.  &lt;br /&gt;
&lt;br /&gt;
First, we'll take care of a few organizational considerations, to make trading easier.  Our carpenter will take care of this, since he's done making beds.  Order up 2 or 3 [[bucket]]s.  Buckets are used to carry water to injured, bedridden dwarves from water source [[zone]]s and are one of the requirements to building a [[well]].  Then, get to work stamping out some [[bin]]s.  Bins are used to store a lot of non-perishable items in the same square; they work much the same as [[barrel]]s, but barrels are used on perishables like food and booze.  You'll need a LOT of bins, but for the moment 5 or so will do.  You will also need to make a lot of barrels, but since you brought a number of them with you, you can hold off a bit. Both of these can be made from [[metal]] as well, but producing them from wood is far more economical.&lt;br /&gt;
&lt;br /&gt;
Since you have all this stone lying around, let's put it to use. Build a [[Craftsdwarf's workshop]], assign one of your dwarves to [[stonecrafting]]. Order this [[workshop]] to build rock {{k|c}}rafts of all sorts {{k|r}}epeatedly. Stone mugs are a good trade good - you get three mugs from one stone, adding up to 30☼ at the start. Since your stonecrafter will level up relatively quickly (and if you have several dwarves working on stonecrafts) this can quickly add up to several thousand monies worth of goods.&lt;br /&gt;
&lt;br /&gt;
Now that you've got some goods to [[trade]], we'll need to {{k|b}}uild a trade {{k|D}}epot. Build this somewhere easily accessible from all edges of the map, but close to (or inside) your entrance. [[Trade depot]]s require [[architecture]] and a [[mason]], assuming you make it out of your copious quantities of stone.  Many times you will not have an [[building designer]] on embark, so you will have to assign one to get the [[architecture]] phase of the depot done.&lt;br /&gt;
&lt;br /&gt;
In the long term, you'll want your trade depot to be in a defensible spot. As it is 5x5 squares, and requires a 3-square wide path for the caravans to get in and out of it, you'll eventually want to spend some time thinking about its [[defense]]. Once the depot has been completed, you can check for depot access using the {{k|shift}}-{{k|D}} key.&lt;br /&gt;
&lt;br /&gt;
The first caravan will come in your first autumn: the dwarven caravan from the mountainhome.  When it comes, the game will pause, you'll be alerted, and the screen will center on the [[caravan]].  If you do not have a depot, or they can't get to it, they will wait on the edge of the map for you to build a depot they can get to, or to clear the obstructions.  The two most common obstructions are [[tree]]s and [[boulder]]s.  Trees can be chopped down, and boulders can be eliminated by {{k|d}}esignating them to be {{k|s}}moothed.  This uses the [[stone detailing]] labor, so turn it on if you need.&lt;br /&gt;
&lt;br /&gt;
After the caravan is on its way, you'll need to fill the depot with things to trade, and get a trader there to broker the negotiations.  Hit {{k|q}}uery over the depot and press {{k|g}} to start moving supplies.  Use the arrow keys to navigate the trade goods window.  If you've been making stone crafts, you'll want the ''crafts'' heading to make the game filter out the bins you've been filling.  Otherwise, you'll have to sift through every stone you've created while digging the fortress, which is a huge pain.  Press {{k|ENTER}} on the bins to mark them for trading, and some dwarves will come along to haul the bins to the depot.  Once that's take care of, {{k|q}}uery the depot and {{k|r}}equest a trader there.  By default, only the broker will trade at the depot.  This is generally what you want, since brokers with better [[appraisal]] skills can see the worth of all the commodities and tend to get away with giving the caravan boss a lower profit margin on the trade.  Trading at the depot is a low-priority job, though, so you may have to turn off your broker's other labors temporarily to get him to respond to the request in a timely manner.  Once your broker is at the depot, {{k|q}}uery the depot and start {{k|t}}rading.&lt;br /&gt;
&lt;br /&gt;
On the screen that comes up, the left side shows the trader's goods, while the right side shows your own.  Use the arrow keys to navigate and {{k|ENTER}} to mark something for trading.  If your trader does not have at least Novice Appraiser in his skill set, you will not be able to see the values of everything, so you'll have to guess.  The caravan boss will refuse to sell at a loss, and if you're close to making a deal, he'll give you a counteroffer that he'd accept.  Being able to see the values of things is really helpful, but don't worry if you can't.  It usually only takes one or two successful trades before your broker will hit Novice Appraiser and all will become known to you.  One fun note is that raw materials cost the same from merchants as they do at the embark screen; so you already know that [[plump helmets]] are 4☼, most meat is 2☼, wooden logs are 3☼, and so on.  It's difficult to know the value of your crafts, and some things must be bought as a package deal (you cannot buy seeds alone, you must also buy the bag they come in), though, so it can still be hard to trade without Appraiser.&lt;br /&gt;
&lt;br /&gt;
On your first year, you're probably pretty light on things to trade with, so start small.  Wood [[log]]s are very useful and cheap.  Extra food can be useful if your farms are lagging behind.  Maybe a barrel or two.  Sell what goods you have and don't fret about it any longer. &lt;br /&gt;
&lt;br /&gt;
Next year, after you get some immigrants you can think about exploring other kinds of industry as well, like the [[furniture industry]], [[meat industry]], or [[clothing industry]], but this is a great place to start.&lt;br /&gt;
&lt;br /&gt;
The last element to trading is the [[liason]].  The dwarven liason will want to meet with your [[expedition leader]] to work out your requests for next year, and let you know what their requests are.  By making a request of the caravan, you are essentially promising to pay more (up to double the normal price) for various things, which entices the traders to bring more of those things. Wood logs are always a great thing to request.  Even at double the normal price, they're still very cheap, and merchants bring a lot of them.  It's not unusual to get 50 logs from a single caravan.  It saves you a massive amount of time and effort.  [[Barrel]]s and [[bag]]s are also good to request, as are [[dog]]s.  You can also request [[seed]]s to get your more diverse crops started.  Look around, explore, and experiment.  That's half the fun of the game.&lt;br /&gt;
&lt;br /&gt;
The liason will also tell you what they want from you, with the same deal: they'll pay more for it if you build it.  Unfortunately, they usually want stupid things that don't trade well (such as stone [[block]]s) or things you'd rather keep to yourself (such as [[booze]]).  Many players simply ignore their liason's requests and build the same things they always build.  Diplomatic relations will not suffer at all.  &lt;br /&gt;
&lt;br /&gt;
Your expedition leader must actually pick up the job ''conduct meeting'' to get this process done, and it ends up being a very low-priority job, so again, you may consider turning off your leader's other labors to make sure he gets to it.  If you really want to force the liason to take the meeting, move him to the meeting spot by enlisting him in the [[Military]] and [[Military#Controlling your squads|stationing]] him at the meeting spot. Then [[Door#Door settings|forbid the door]] behind him and the liason, locking them in until the meeting is completed (when the Liason says &amp;quot;Goodbye&amp;quot; in a message).&lt;br /&gt;
&lt;br /&gt;
===Basic Defenses===&lt;br /&gt;
{{main|Defense}}&lt;br /&gt;
While not a major concern at first, it is always a good idea to think about how you are going protect your dwarves. From picking your location to establishing your fortress, always think about how you will defend your new home. Failure to incorporate this into your fortress can cause serious issues down the road. The good news is that it is relatively easy to setup basic defenses with only a few dwarfs.&lt;br /&gt;
&lt;br /&gt;
When designing your defenses here are a few things to keep in mind.&lt;br /&gt;
* Limiting Access - The more ways into your fortress, the harder it is to defend. Most fortresses should have only one way to get in/out. This is usually a entrance hallway or some form of gate. The further your enemies have to travel to get to your dwarves, the more traps and military personnel you can put in their way to stop them killing your dwarves. When designing an entrance system, make sure to keep in mind that your own dwarves will most likely pass by these defenses on their way to gather wood/plants.&lt;br /&gt;
&lt;br /&gt;
* Controlled isolation - Sometimes, you will need to cut yourself off from the world. This normally happens when you suddenly find yourself under siege without adequate military to defend yourself. Since all creatures move the same way, simply putting a bridge or a line of floodgates at our entrance is a good way to stop a siege while you build up your military. The key here is that you can control when to isolate your fortress. Though do keep in mind that you will not be able to get migrants or caravans while isolated.&lt;br /&gt;
&lt;br /&gt;
* Arrow Defense - While rare in the early part of the game, attacking parties will bring along a few archers. The thing to keep in mind that archers can shoot over moats and onto roofs. The easiest way to defend against archers is to use walls. Do your best to avoid long straight corridors since enemies can kill your dwarfs as they either run away or run towards the archer. Adding a few corners go a long way in making enemy archers less dangerous. Also note that archers can shoot up and down z-levels. So if you have a multilevel structure outside, make sure to put a wall around the perimeter to prevent archers from being able to shoot your dwarfs on the roof.&lt;br /&gt;
&lt;br /&gt;
* Stopping the invasion - You've planned your entrance, and setup a way to isolate your fortress, now it is time to stop the invading force. This is usually done with either traps or military. The easiest way to defend your fortress is with traps. Since they don't move, you need to build a bottleneck or choke point to herd invaders over the traps. If you followed the above directions, you should already have a bottleneck in place. Your fortress entrance is a place that everyone must cross. Put a bunch of stone fall or cage traps here and you are ready to go. As a rule of thumb, any space that is 2-5 squares or wide should be considered as a place to setup a bottleneck.&lt;br /&gt;
&lt;br /&gt;
=== The future ===&lt;br /&gt;
&lt;br /&gt;
After this point, you'll be able to start exploring the other intricacies of the game. Here is a list of some other gameplay commands which have not been covered:&lt;br /&gt;
&lt;br /&gt;
* [[labor]]&lt;br /&gt;
* [[noble]]s&lt;br /&gt;
* [[military]]&lt;br /&gt;
&lt;br /&gt;
==Sample games==&lt;br /&gt;
These are sample games that others have played and recorded to provide good learning examples.  They are not routinely updated, so some information may be out of date, but they still provide good hands-on tutorials of how to prepare for your fortress and play the game.&lt;br /&gt;
&lt;br /&gt;
* [[Indecisive's illustrated fortress mode tutorial]]&lt;br /&gt;
* [[Savok's first fortress playthrough]]&lt;br /&gt;
* [[ThunderClaw's 0.28.181.40d graphical tileset playthrough]]&lt;br /&gt;
* [http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/ The Complete and Utter Newbie Tutorial for Dwarf Fortress]&lt;br /&gt;
&lt;br /&gt;
You can also look at the [http://mkv25.net/dfma/index.php Dwarf Fortress Map Archive] to see multi-layered snapshots of fortresses that others have built.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=55344</id>
		<title>40d:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=55344"/>
		<updated>2009-10-17T17:21:00Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: /* Causing war */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with &amp;quot;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;WAR&amp;lt;/span&amp;gt;&amp;quot; and will be denoted in-game on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
The player can be at war with any other race, but not with any [[dwarf|dwarven]] civilization.&lt;br /&gt;
&lt;br /&gt;
Starting out at war on embark can be achieved by checking the available dwarven civilizations and the tiles they occupy (blue) for symbols that normally signify settlements of other races.  Then move the cursor into a region relatively close by, and start a new fortress. If a fort is started too far away, perhaps into the territory of another civilization of that race, 'war' will disappear.&lt;br /&gt;
&lt;br /&gt;
The general state of hostility most [[goblin]]s show towards the player, complete with ambushes and sieges, doesn't even count as war. It is signified instead by &amp;quot;--------&amp;quot; on the embark screen.&lt;br /&gt;
 &lt;br /&gt;
== Causing war ==&lt;br /&gt;
Allowing [[diplomat|envoy]]s or [[trader]]s to die on your map, whether intentionally or not, is considered a hostile action (even if they die of natural causes). Too many of these actions can cause the civilization to attack the player.  It may only take a single diplomat's death to start a war.  Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeatedly and annoying elven traders by offering them wood till they leave are other aggressive actions that may lead to war.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
===War on embark===&lt;br /&gt;
If you start out at war with [[elves]] they won't send caravans and trade with you. Their civilization may (will?) also be missing from the Civ Screen until they ambush you. As always, elves will not siege, but ambush, much like goblins. An elven ambush will not be announced as such but can be recognized from the map zooming to the (invisible) troops' entrypoint. Once one of your units detects them, they turn visible and the &amp;quot;An ambush! Curse them!&amp;quot; message is announced.&lt;br /&gt;
&lt;br /&gt;
Elven ambushes arrive about the same time the caravan would; middle of early spring.&lt;br /&gt;
&lt;br /&gt;
The first ambushes ''may'' arrive as late as when your fort qualifies as [[barony]].&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=53977</id>
		<title>40d:War</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:War&amp;diff=53977"/>
		<updated>2009-10-05T23:55:52Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Clarified causing war&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''War''' is a specific state the player is at with another [[civilization]] that may either be present at [[embark]] or be caused during [[fortress mode]] by certain incidents. A proper war will be signaled on the embark screen with &amp;quot;&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;WAR&amp;lt;/span&amp;gt;&amp;quot; and will be denoted in-game on the {{k|c}}ivilization screen.&lt;br /&gt;
&lt;br /&gt;
The player can be at war with any other race, but not with any [[dwarf|dwarven]] civilization.&lt;br /&gt;
&lt;br /&gt;
Starting out at war on embark can be achieved by checking the available dwarven civilizations and the tiles they occupy (blue) for symbols that normally signify settlements of other races.  Then move the cursor into a region relatively close by, and start a new fortress. If a fort is started too far away, perhaps into the territory of another civilization of that race, 'war' will disappear.&lt;br /&gt;
&lt;br /&gt;
The general state of hostility most [[goblin]]s show towards the player, complete with ambushes and sieges, doesn't even count as war. It is signified instead by &amp;quot;--------&amp;quot; on the embark screen.&lt;br /&gt;
 &lt;br /&gt;
== Causing war ==&lt;br /&gt;
Allowing [[diplomat|envoy]]s or [[trader]]s to die on your map, whether intentionally or not, is considered a hostile action. Too many of these actions can cause the civilization to attack the player.  It may only take a single diplomat's death to start a war.  Not keeping to agreements, clearcutting forests (in the case of elves), seizing whole caravans repeatedly and annoying elven traders by offering them wood till they leave are other aggressive actions that may lead to war.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
===War on embark===&lt;br /&gt;
If you start out at war with [[elves]] they won't send caravans and trade with you. Their civilization may (will?) also be missing from the Civ Screen until they ambush you. As always, elves will not siege, but ambush, much like goblins. An elven ambush will not be announced as such but can be recognized from the map zooming to the (invisible) troops' entrypoint. Once one of your units detects them, they turn visible and the &amp;quot;An ambush! Curse them!&amp;quot; message is announced.&lt;br /&gt;
&lt;br /&gt;
Elven ambushes arrive about the same time the caravan would; middle of early spring.&lt;br /&gt;
&lt;br /&gt;
The first ambushes ''may'' arrive as late as when your fort qualifies as [[barony]].&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50435</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50435"/>
		<updated>2009-08-31T15:06:00Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ║MM║&lt;br /&gt;
╔═══╝##╚═══╗&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
╚════OO════╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ║&amp;lt;&amp;lt;║&lt;br /&gt;
╔═══╝CC╚═══╗&lt;br /&gt;
║..........║&lt;br /&gt;
║..........║&lt;br /&gt;
║..........I&lt;br /&gt;
║..........I&lt;br /&gt;
║..........║&lt;br /&gt;
╚════OO════╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your dump or obsidian stockpile, and close the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto 1-deep water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23977</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23977"/>
		<updated>2009-08-31T15:03:09Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
* It makes sense, but only if you consider inbreeding.  And it makes a great deal of sense if you consider everything else. --[[User:FJH|FJH]] 15:12, 15 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
&lt;br /&gt;
Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== No Profession? ==&lt;br /&gt;
&lt;br /&gt;
One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you use Dwarf Manager to set a fast-levelling labour on a child, like Pump Operating, you can actually end up with a Legendary Pump Operator &amp;quot;peasant&amp;quot; who still has the peasant cyan colour and even flashes appropriately.  My theory is that the game recalculates the appropriate label for a dwarf each time they gain a level in any skill, just in case it's changed.  Hence, getting any further skills of any sort will readjust them appropriately. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:27, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The bones of the young ==&lt;br /&gt;
&lt;br /&gt;
How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
&lt;br /&gt;
The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As for forbidding the corpses, I don't believe this is necessary.  Dwarves will only make bolts and totems and stuff out of &amp;quot;refuse&amp;quot; bones, whereas dwarves and pets are considered &amp;quot;graveyard&amp;quot; (or coffin) bones and will not be used. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:24, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
&lt;br /&gt;
And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nudists ==&lt;br /&gt;
&lt;br /&gt;
I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
:Actually, in the Middle Ages, children would often go naked; because clothes could cost more than a week's wages and children would just ruin them.  --[[User:Arkenstone|Arkenstone]] 15:23 18 August 2009&lt;br /&gt;
&lt;br /&gt;
== Can't change parent's jobs ==&lt;br /&gt;
&lt;br /&gt;
When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
&lt;br /&gt;
I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my experience, children are basically just dwarves with their labour screen disabled and most of their labours disabled as well.  So yes, you can make them do all kinds of things: Hauling, fishing, working in workshops, etc.  Personally, I order them to do nothing but work the pumps until adulthood, so they'll be ready for speedy hauling duty by the time they grow up.&lt;br /&gt;
&lt;br /&gt;
:Dwarf Manager is a memory hacking tool, and should be treated as such &amp;amp;mdash; i.e. while most of what it does is provide shortcuts to things you could do in-game, it's not going to prevent you from doing certain things that would indeed be considered cheating.  You can set labours on pretty much anything friendly: Children, babies, nobles, heroes/champions (not that they'll do anything since you can't undraft them), etc.  It simply doesn't discriminate between what you should and shouldn't be able to tweak. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 04:32, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== babies can swim? ==&lt;br /&gt;
i had a babie fall into some water, (well, the parents swam off without it), it will be find, drown for 1 second, be winded for a second, and then be fine again... [[User:Corhen|Corhen]] 01:30, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Combat children?==&lt;br /&gt;
I recently discovered a thief attempting to enter my fortress. The adults, including the Ultra-Mighty, Superdwarvenly Tough mechanic leading a war dog to a rope, all ran away, but one of the nearby children took it upon themselves to take down the thief. The child quickly punctured the thief's heart with his bare hands (all that partying made him Extremely Strong) and walked away without a scratch. Can anyone else confirm that children may gladly enter battle as though they were in the military?--[[User:King of the Internet|King of the Internet]] 15:03, 31 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36135</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36135"/>
		<updated>2009-08-15T21:22:50Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: /* Self-Deconstructing Wagon? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
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== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
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::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
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== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
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:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
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== No more dwarven caravan ==&lt;br /&gt;
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So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
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:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
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::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
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== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
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::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
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== Wagon movement ==&lt;br /&gt;
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I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
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== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
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:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
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::16th of hematite for humans here. 40d. Elves 11th too --[[User:Höhlenschreck|Höhlenschreck]] 10:53, 31 May 2009 (UTC)&lt;br /&gt;
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::They're supposed to leave one month to the day after they arrive - that's the same day number, next month.  For me, I've seen dwarf caravans arrive as early as the 10th, and as late as the 17th (but usually toward the first part of that, 10-12th). (Usually right after the first dogs whelp, but that's from the Growers Almanac.)--[[User:Albedo|Albedo]] 11:24, 31 May 2009 (UTC)&lt;br /&gt;
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==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
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== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
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==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
&lt;br /&gt;
:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
::: I just built a trade depot out of 3 Orthoclase (yellow) and it turned out where about half of it was yellow and half was white. Not like a two tone either, just blotches of yellow and blotches of white... [[User:Shardok|Shardok]] 04:11, 7 August 2009 (UTC)&lt;br /&gt;
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== stealing animals ==&lt;br /&gt;
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One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
&lt;br /&gt;
: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
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==Buggy behavior with sieges==&lt;br /&gt;
&lt;br /&gt;
In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
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:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
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== Limited Caravan Accessiblity ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
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== lazy dwarves ==&lt;br /&gt;
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I just had a Human Caravan.&lt;br /&gt;
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None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
&lt;br /&gt;
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
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== Attacked caravan slowed down - bug? ==&lt;br /&gt;
&lt;br /&gt;
All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
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: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
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== requested items ==&lt;br /&gt;
&lt;br /&gt;
Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
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So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
&lt;br /&gt;
Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;br /&gt;
::example: various types of leather - I got 1 of some of the types.&lt;br /&gt;
::I think maybe  I didn't send out enough value last time and I may have just made the same mistake. I'm trying too hard to get &amp;quot;value&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 06:32, 30 May 2009 (UTC)&lt;br /&gt;
:::I also suspect it has to do with the avialability at the mountainhome - i get huge loads of requested wood, meat and specific types of leather, but bit coal, lignite, pig iron, steel bars and charcoal always only come in small amounts like, 6, though still more than when i do not request them (zero :( ) --[[User:Höhlenschreck|Höhlenschreck]] 20:20, 19 June 2009 (UTC)&lt;br /&gt;
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== Merchant turned friendly ==&lt;br /&gt;
Bug or feature? A macedwarf that came with the caravan lagged a bit behind when leaving and stopped 2 tiles from the border. When i checked with 'u' he had turned friendly. Now he's standing there guarding.. --[[User:Höhlenschreck|Höhlenschreck]] 20:16, 19 June 2009 (UTC)&lt;br /&gt;
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== Forbidden Items? ==&lt;br /&gt;
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I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)&lt;br /&gt;
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== Error ==&lt;br /&gt;
I just had my first time ever true crash of DF - right on arrival of human caravan i got a message smth like &amp;quot;fatal error: nemesis failed to load unit&amp;quot;. What does this mean and how do i find out if this is a known bug and where do i report it if not? --[[User:Confused|Confused]] 12:27, 3 August 2009 (UTC)&lt;br /&gt;
:Okay, google was my friend. For some odd reason all the files accompanying world.sav were gone, that causes this error. --[[User:Confused|Confused]] 16:09, 3 August 2009 (UTC)&lt;br /&gt;
::C - you're on the forums - you haven't ever heard of this?  See [http://www.bay12games.com/forum/index.php?topic=34936.0| Nemesis Errour]--[[User:Albedo|Albedo]] 18:51, 3 August 2009 (UTC)&lt;br /&gt;
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== Self-Deconstructing Wagon? ==&lt;br /&gt;
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I had a human caravan enter my map, and right where they entered was a group of bonobos. I was accustomed to the caravans plowing right through animals with no consequences, but this time, the wagon exploded as it touched the bonobo. The wagon was nowhere to be seen afterward, just all the trade goods it was carrying (in addition to one kapok log, which I suspect the wagon was built from). The rest of the caravan promptly ran away. The only thing I had built there was a rock block road. Has anyone else had anything like this happen, and if so, under what circumstances? --[[User:King of the Internet|King of the Internet]] 00:35, 11 August 2009 (UTC)&lt;br /&gt;
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:That happens when a wagon is killed, all of the goods fly out, the Bonobo probably attacked it, and the rest of the traders always run away if a caravan is destroyed.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:42, 11 August 2009 (UTC)&lt;br /&gt;
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:I had this happen to me too.  A caravan arrive just as a bunch of Orcs did.  I wasn't watching, but they must have toasted one wagon and the caravan fled off the map.  It was frustrating for two reasons. First, being on the very edge of the map, the clean up was terrible, and second, all the items dropped were marked as stolen.[[User:Kwieland|Kwieland]] 15:54, 11 August 2009 (UTC)&lt;br /&gt;
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:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36132</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36132"/>
		<updated>2009-08-11T00:35:43Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
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&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
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== Culling on mandates ==&lt;br /&gt;
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what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
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== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
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Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
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Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
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&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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== How many wagons? ==&lt;br /&gt;
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I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
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== Mass selection of goods to be moved ==&lt;br /&gt;
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Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
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I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
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:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
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::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
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:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
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::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
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== Merchant moods ==&lt;br /&gt;
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My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
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:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
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== No more dwarven caravan ==&lt;br /&gt;
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So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
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:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
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::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
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== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
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I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
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:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
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::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
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== Wagon movement ==&lt;br /&gt;
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I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
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They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
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== Arrival dates ==&lt;br /&gt;
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Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
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:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
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:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
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::16th of hematite for humans here. 40d. Elves 11th too --[[User:Höhlenschreck|Höhlenschreck]] 10:53, 31 May 2009 (UTC)&lt;br /&gt;
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::They're supposed to leave one month to the day after they arrive - that's the same day number, next month.  For me, I've seen dwarf caravans arrive as early as the 10th, and as late as the 17th (but usually toward the first part of that, 10-12th). (Usually right after the first dogs whelp, but that's from the Growers Almanac.)--[[User:Albedo|Albedo]] 11:24, 31 May 2009 (UTC)&lt;br /&gt;
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==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
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== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
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==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
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:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
::: I just built a trade depot out of 3 Orthoclase (yellow) and it turned out where about half of it was yellow and half was white. Not like a two tone either, just blotches of yellow and blotches of white... [[User:Shardok|Shardok]] 04:11, 7 August 2009 (UTC)&lt;br /&gt;
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== stealing animals ==&lt;br /&gt;
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One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
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: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
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==Buggy behavior with sieges==&lt;br /&gt;
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In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
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:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
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== Limited Caravan Accessiblity ==&lt;br /&gt;
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Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
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== lazy dwarves ==&lt;br /&gt;
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I just had a Human Caravan.&lt;br /&gt;
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None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
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Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
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== Attacked caravan slowed down - bug? ==&lt;br /&gt;
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All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
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: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
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== requested items ==&lt;br /&gt;
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Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
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So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
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Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;br /&gt;
::example: various types of leather - I got 1 of some of the types.&lt;br /&gt;
::I think maybe  I didn't send out enough value last time and I may have just made the same mistake. I'm trying too hard to get &amp;quot;value&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 06:32, 30 May 2009 (UTC)&lt;br /&gt;
:::I also suspect it has to do with the avialability at the mountainhome - i get huge loads of requested wood, meat and specific types of leather, but bit coal, lignite, pig iron, steel bars and charcoal always only come in small amounts like, 6, though still more than when i do not request them (zero :( ) --[[User:Höhlenschreck|Höhlenschreck]] 20:20, 19 June 2009 (UTC)&lt;br /&gt;
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== Merchant turned friendly ==&lt;br /&gt;
Bug or feature? A macedwarf that came with the caravan lagged a bit behind when leaving and stopped 2 tiles from the border. When i checked with 'u' he had turned friendly. Now he's standing there guarding.. --[[User:Höhlenschreck|Höhlenschreck]] 20:16, 19 June 2009 (UTC)&lt;br /&gt;
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== Forbidden Items? ==&lt;br /&gt;
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I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)&lt;br /&gt;
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== Error ==&lt;br /&gt;
I just had my first time ever true crash of DF - right on arrival of human caravan i got a message smth like &amp;quot;fatal error: nemesis failed to load unit&amp;quot;. What does this mean and how do i find out if this is a known bug and where do i report it if not? --[[User:Confused|Confused]] 12:27, 3 August 2009 (UTC)&lt;br /&gt;
:Okay, google was my friend. For some odd reason all the files accompanying world.sav were gone, that causes this error. --[[User:Confused|Confused]] 16:09, 3 August 2009 (UTC)&lt;br /&gt;
::C - you're on the forums - you haven't ever heard of this?  See [http://www.bay12games.com/forum/index.php?topic=34936.0| Nemesis Errour]--[[User:Albedo|Albedo]] 18:51, 3 August 2009 (UTC)&lt;br /&gt;
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== Self-Deconstructing Wagon? ==&lt;br /&gt;
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I had a human caravan enter my map, and right where they entered was a group of bonobos. I was accustomed to the caravans plowing right through animals with no consequences, but this time, the wagon exploded as it touched the bonobo. The wagon was nowhere to be seen afterward, just all the trade goods it was carrying (in addition to one kapok log, which I suspect the wagon was built from). The rest of the caravan promptly ran away. The only thing I had built there was a rock block road. Has anyone else had anything like this happen, and if so, under what circumstances? --[[User:King of the Internet|King of the Internet]] 00:35, 11 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50434</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50434"/>
		<updated>2009-08-11T00:24:00Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Changed walls to in-game ASCII characters&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ║MM║&lt;br /&gt;
╔═══╝##╚═══╗&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
║++++++++++║&lt;br /&gt;
╚════OO════╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ║&amp;lt;&amp;lt;║&lt;br /&gt;
╔═══╝CC╚═══╗&lt;br /&gt;
║..........║&lt;br /&gt;
║..........║&lt;br /&gt;
║..........I&lt;br /&gt;
║..........I&lt;br /&gt;
║..........║&lt;br /&gt;
╚════OO════╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your dump or obsidian stockpile, and close the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50433</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50433"/>
		<updated>2009-08-09T04:44:54Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........I&lt;br /&gt;
=..........I&lt;br /&gt;
=..........=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your dump or obsidian stockpile, and close the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10504</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10504"/>
		<updated>2009-08-09T01:31:37Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Changed external link to internal link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for too long. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]] and which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]]). If you have a magma pipe and an inexhaustible source of water, you can produce an inexhaustible supply of Obsidian. One method: A reservoir must be built with a controlled inflow of water. The floor of this room should be channeled out and replaced with one or more retractable bridges, linked to a (single) lever. One Z-level below the reservoir a 'channeling area' should remain empty. This area should cover the full area beneath the bridges plus a single row 'ledge' to the west or left (Access is only required from this side). The area beneath the bridges should be channeled one Z-level further. The easiest way to do this is one row at a time, from east to west. The ledge allows the last row to be easily channeled. In the lowest Z-level, access for stone haulers should be from the east side, and controlled by a [[magma-safe]] floodgate. Inflow of magma into this area should not be from directly above, nor should it be pressurized by pumping to a higher level. If obsidian is created in the channeling area (rather than in the magma reservoir area below it) one or more bridges will have to be destroyed, re-built, and re-mechanized to resume proper function. Therefore it is important that magma enters this area from the side.&lt;br /&gt;
&lt;br /&gt;
The two reservoirs should be filled to at least 2 units depth, to avoid evaporation. It is not necessary that the depths be balanced, only the area; water and magma are instantly destroyed when they come into contact, resulting in no spillover. In order to prevent flooding, the upper reservoir should be sealed before the bridges are retracted.&lt;br /&gt;
&lt;br /&gt;
For a no-bauxite-necessary method of producing obsidian, see [[User:King_of_the_Internet|here]].&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
*Magma mist is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
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== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
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== Temperature settings ==&lt;br /&gt;
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Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
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== Magma reactions ==&lt;br /&gt;
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*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11322</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11322"/>
		<updated>2009-08-09T01:29:21Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
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&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
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If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
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On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
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== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
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:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
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== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
&lt;br /&gt;
:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
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In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
&lt;br /&gt;
I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
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&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
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While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
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==Site finder==&lt;br /&gt;
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Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
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:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
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== Magma-swimming Baby ==&lt;br /&gt;
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For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
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== Spawn Distance For Creatures? ==&lt;br /&gt;
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How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
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== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
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:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
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:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
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::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
&lt;br /&gt;
::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
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== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
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:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
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:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
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:::Tested this by a) dropping (non-magma safe) rocks into a river and then pouring in Lava, they were recoverable. b) putting a couple of similar rocks as well as a nickel-silver bar and a constructed nickle-silver bridge into a room, letting enough magma in to cover the floor, and then adding water before the rocks had melted. All items were recoverable and the bridge was still intact after digging it out. --[[User:Mael|Mael]] 00:08, 15 July 2009 (UTC)&lt;br /&gt;
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== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;br /&gt;
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== Digging into volcano wall ==&lt;br /&gt;
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While the article says you need unbelievably fast to avoid getting incinierated while digging into the obsidian wall, this doesn't seem to be true.  More important than speed is to make sure the digger has a designated mining section a few blocks away to immiedately start working on so he doesn't get that split second pause before switching labor.  With this method I got a miner with merely &amp;quot;agile&amp;quot; out safely. [[User:Greep|Greep]] 04:48, 14 July 2009 (UTC)&lt;br /&gt;
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== digging away the obsidian ==&lt;br /&gt;
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There's something that I've not been able to find an answer for anywhere, which is if I dig away at the obsidian walls of the magma pipe (without touching the very inner layer of obsidian), will magma thats above the obisidan tile be able to leak down or is there a floor under the magma tile (above the obsidian) that'll prevent it from spilling out? --[[User:Kain|Kain]] 21:26, 26 July 2009 (UTC)&lt;br /&gt;
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:If there was a natural tile one z-level down, then there is a floor there. --[[User:Elvang|Elvang]] 00:06, 29 July 2009 (UTC)&lt;br /&gt;
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== Producing Obsidian section ==&lt;br /&gt;
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The example directly on the page is difficult to understand--some diagrams would be helpful. Really, detailed designs like that should be on user pages anyway. It would be swell if the person who added this design put it on their own user page and linked to that from here. --[[User:King of the Internet|King of the Internet]] 01:29, 9 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50432</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50432"/>
		<updated>2009-08-09T01:25:36Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........I&lt;br /&gt;
=..........I&lt;br /&gt;
=..........=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50431</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50431"/>
		<updated>2009-08-09T01:25:12Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........I&lt;br /&gt;
=..........I&lt;br /&gt;
=..........=&lt;br /&gt;
=====OO=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;O&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50430</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50430"/>
		<updated>2009-08-09T01:16:19Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........W&lt;br /&gt;
=..........W&lt;br /&gt;
=..........=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;] will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50429</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50429"/>
		<updated>2009-08-09T01:15:34Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........W&lt;br /&gt;
=..........W&lt;br /&gt;
=..........=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at C will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50428</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50428"/>
		<updated>2009-08-09T01:14:17Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........W&lt;br /&gt;
=..........W&lt;br /&gt;
=..........=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe (No floodgates)&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at C will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10503</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=10503"/>
		<updated>2009-08-09T01:13:10Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Added alternative obsidian production method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is extremely dangerous.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for too long. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma occurs in three different features; Magma pools, Magma Pipes, and [[Volcano|Volcanoes]]. &lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma Pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''Magma Pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* A [[Volcano]] is similar to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen. This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - Although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily igneous extrusive. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below).  Magma is much slower than water, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma tubes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[Obsidian]], a stone which can be used to make swords at a [[Craftsdwarf's Workshop]] and which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]]). If you have a magma pipe and an inexhaustible source of water, you can produce an inexhaustible supply of Obsidian. One method: A reservoir must be built with a controlled inflow of water. The floor of this room should be channeled out and replaced with one or more retractable bridges, linked to a (single) lever. One Z-level below the reservoir a 'channeling area' should remain empty. This area should cover the full area beneath the bridges plus a single row 'ledge' to the west or left (Access is only required from this side). The area beneath the bridges should be channeled one Z-level further. The easiest way to do this is one row at a time, from east to west. The ledge allows the last row to be easily channeled. In the lowest Z-level, access for stone haulers should be from the east side, and controlled by a [[magma-safe]] floodgate. Inflow of magma into this area should not be from directly above, nor should it be pressurized by pumping to a higher level. If obsidian is created in the channeling area (rather than in the magma reservoir area below it) one or more bridges will have to be destroyed, re-built, and re-mechanized to resume proper function. Therefore it is important that magma enters this area from the side.&lt;br /&gt;
&lt;br /&gt;
The two reservoirs should be filled to at least 2 units depth, to avoid evaporation. It is not necessary that the depths be balanced, only the area; water and magma are instantly destroyed when they come into contact, resulting in no spillover. In order to prevent flooding, the upper reservoir should be sealed before the bridges are retracted.&lt;br /&gt;
&lt;br /&gt;
For a no-bauxite-necessary method of producing obsidian, see [http://dwarffortresswiki.net/index.php/User:King_of_the_Internet here].&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be forced upwards by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
(v0.28.181.40d:) Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump. However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and constructions made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it.&lt;br /&gt;
*Magma flows up from a direct vertical line from the bottom of a [[Magma#Magma sources|Volcano or Magma Pipe]] only. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and, depending on the amount of magma, leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma is not a water source. Dwarves can't drink it or supply it to their wounded.&lt;br /&gt;
*Magma mist is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist, unlike regular mist, will burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function.&lt;br /&gt;
&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
&lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then burn away. Screw pumps will not melt, but will burn. Stone [[block]]s and [[copper]] [[pipe]]s/[[enormous corkscrew|corkscrews]] will not melt.&lt;br /&gt;
&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]]. In addition, if the mechanisms melt off of a floodgate, the floodgate will cease to be &amp;quot;constructed&amp;quot; and become an unplaced item again.{{version|0.27.176.38c}} At this point, the magma will flow over it freely.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.&lt;br /&gt;
*Speed: Magma moves relatively slowly. While it is nearly impossible to try to seal off water let loose, magma is slow enough for your dwarves to build a floodgate or door, or even wall off the flooding area, if you happen to let magma loose by mistake.&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops except at the highest level of magma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50427</id>
		<title>User:King of the Internet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:King_of_the_Internet&amp;diff=50427"/>
		<updated>2009-08-09T01:10:12Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Created page with '== No-Bauxite Obsidian Production ==  '''Level 1 (Bottom)'''  &amp;lt;pre&amp;gt;     =MM= =====##===== =++++++++++= =++++++++++= =++++++++++= =++++++++++= =++++++++++= =====FF===== &amp;lt;/pre&amp;gt;  ''...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== No-Bauxite Obsidian Production ==&lt;br /&gt;
&lt;br /&gt;
'''Level 1 (Bottom)'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =MM=&lt;br /&gt;
=====##=====&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=++++++++++=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Level 2'''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    =&amp;lt;&amp;lt;=&lt;br /&gt;
=====CC=====&lt;br /&gt;
=..........=&lt;br /&gt;
=..........=&lt;br /&gt;
=..........W&lt;br /&gt;
=..........W&lt;br /&gt;
=..........=&lt;br /&gt;
=====FF=====&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Legend'''&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; - Floor [Obsidian ramp area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - Space&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - Water inlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt; - Water outlet floodgates&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - Space [Channel area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - Floor [Retaining wall area] (see Operation)&lt;br /&gt;
*&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt; - To magma pipe&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;lt;&amp;lt;/tt&amp;gt; - Up stairs (Dwarf access)&lt;br /&gt;
&lt;br /&gt;
=== Operation ===&lt;br /&gt;
&lt;br /&gt;
# Allow the magma to completely cover Level 1. Any depth will do.&lt;br /&gt;
# Open the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;], turning Level 1's magma into obsidian.&lt;br /&gt;
# When all the magma in the square area is turned into obsidian (the magma at [&amp;lt;tt&amp;gt;M&amp;lt;/tt&amp;gt;] will still be magma), close the water inlet floodgates [&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Open the water outlet floodgates [&amp;lt;tt&amp;gt;F&amp;lt;/tt&amp;gt;] if the water is at greater than 3/7 depth on Level 2.&lt;br /&gt;
# Have your dwarves carve ramps out of all the newly-formed obsidian '''except''' the obsidian in the retaining wall area [&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;].&lt;br /&gt;
# Haul the obsidian to your stone stockpile or dump.&lt;br /&gt;
# '''With all obsidian hauled away and no dwarves on Level 1''', channel away the Channel area [&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt;]. This will remove the retaining wall and allow the magma to flow into Level 1 again. Repeat at Step 1.&lt;br /&gt;
&lt;br /&gt;
*Remember not to open the water outlet floodgates when magma is covering level 1--you'll end up with magma somewhere you don't want it, and the lower outlet floodgates will deconstruct (unless you have bauxite mechanisms, in which case you don't have to use this design anyway).&lt;br /&gt;
*You don't have to wait for the water to completely drain and evaporate away to begin the process again. Magma flowing onto water will simply &amp;quot;eat&amp;quot; the water, not produce obsidian. (However, the obsidian floor at C will have to be immediately re-channeled if it has water on it, because the water will fall onto the magma that just flowed there and produce obsidian again.)&lt;br /&gt;
*Supposedly, wooden floodgates (and pump components) will retain magma, but suffer heat damage and quickly fail. I've used green glass pump components and floodgates with no problems.&lt;br /&gt;
*Don't let the magma in until everything is in order!&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Backpack&amp;diff=28939</id>
		<title>40d Talk:Backpack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Backpack&amp;diff=28939"/>
		<updated>2009-08-08T21:32:17Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some reason, I think that this page should exist. --[[User:Penguinofhonor|Penguinofhonor]] 19:26, 23 November 2007 (EST)&lt;br /&gt;
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== Backpacks in hand? ==&lt;br /&gt;
&lt;br /&gt;
One of my axedwarves is holding her backpack in her right hand along with an axe.  Is this going to interfere with her axe wielding?  It's hard to tell.  I guess I'll wait to see if she gains axe experience.  So far she's just a dabbing.  I tried shaking it loose by turning rations on and off for that squad, but no good. --[[User:Schwern|Schwern]] 21:34, 27 December 2008 (EST)&lt;br /&gt;
:If shes wielding an axe then it shouldn't interfere, you can mark the backpack for dumping and someone will come along and remove it if need be. She likely grabbed the backpack off a sparring partner. --[[User:Elvang|Elvang]] 08:49, 18 February 2009 (EST)&lt;br /&gt;
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== Material? ==&lt;br /&gt;
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Adamantine backpacks.. Is there any benefit? --[[User:Destoo|Destoo]] 00:03, 18 February 2009 (EST)&lt;br /&gt;
:Technically there's a benefit in that the backpacks would be really, really light.  But that's about all I can think of, and nowhere near being worth the armor and weapons you'd miss out on. --[[User:LegacyCWAL|LegacyCWAL]] 14:51, 18 February 2009 (EST)&lt;br /&gt;
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== Sparring wrestlers make carrying backpacks useless ==&lt;br /&gt;
&lt;br /&gt;
My wrestlers will tear off each other's backpacks while sparring, which makes telling them to carry food around useless. This is especially annoying because the food in the backpacks rots on the ground and subjects all my military to constant miasma. Is there any way to fix this, or do you simply have to not let wrestlers carry backpacks? --[[User:King of the Internet|King of the Internet]] 21:32, 8 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15086</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15086"/>
		<updated>2009-08-08T18:39:49Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
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Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
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:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
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::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
::It's easily possible with a bunch of cage traps. I caught one recently (I believe it was swooping in to kill a mountain goat, though I can't be sure). I modified it to be trainable, and now I have a war giant eagle. I hardly have to fight goblin ambushes anymore, and as long as they don't have crossbows the thing never gets hurt. :D[[User:Milskidasith|Milskidasith]] 18:50, 8 November 2008 (EST)&lt;br /&gt;
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== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
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::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
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::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
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:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
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:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the sight of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
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::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;br /&gt;
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::BTW: Wouldn't there be an option to bring it down with just some recruits? As an idea: Two waves: One consisting of wrestling recruits (say 2-3), the other one consisting of your somewhat skilled miners, and an axe carrier (if you have one). It comes down to engage the first three dwarves, the second group should be able to tear it apart, especially due to the axe. Worked nicely with a giant bat (however, this was killed even by a lone axedwarf). [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
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:I had a Giant Eagle (non-undead, thankfully) hanging out on the north end of the map on my current fortress (v0.28.181.40c). Fearing for my dorfs, I kept them inside for the better part of the next year after it arrived. The following summer, I forced the human caravan to arrive on the west end of the map, but their Guild Representative spawned literally twenty tiles away from the GE. The weird thing is that the GE ''fled'' from the ''unarmed, unskilled'' Guild Rep. It hasn't been seen since. [[User:Thrawn|Thrawn]] 13:58, 30 August 2008 (EDT)&lt;br /&gt;
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::Well, many of the dangerous living creatures do not attack automatically, but only sometimes. Fire imps also flee from your dwarves most of the time, but you should not count on it. [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
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DO NOT BE FOOLED. Skeletal Giant Eagles are flying death machines, it luckily left my dwarves alone for a few years, then one day decided to kill my hunter. My hunter managed to injure it, but was torn to shreds (10 dwarf chunks!). -OmegaX&lt;br /&gt;
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:As far as the dwarf chunks, that is due to how the GE attacks where it bites for 1-6, latches on, and tears off a chunk, meaning the Eagle had to bite at least 10 times to kill your hunter. It seems most anyting with this Bite attack as the sole attack can do considerable damage.--[[User:Stryc9fuego|Stryc9fuego]] 14:02, 20 October 2008 (EDT)&lt;br /&gt;
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On my current fortress, things were starting off FAR too well: Bauxite, Magma, tons of iron, lumber, AND flux material all on the same map? Too good to be true. Then the giant skeletal eagle appeared. It managed to enter my fort by flying through my (currently under construction) aquaduct and fly up through the well and enter my fort. Luckly about a dozen dogs were on hand when it popped out and shredded it. --[[User:Toloran|Toloran]] 19:58, 14 December 2008 (EST)&lt;br /&gt;
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== Initially Hostile? ==&lt;br /&gt;
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Right now I have a Giant Eagle in my base. Will it kill guys right now (should I call an all-below), or will it just mind its own business unless I provoke it somehow? --[[User:Erathoniel|Erathoniel]] 20:44, 5 November 2008 (EST)&lt;br /&gt;
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: What do you mean, &amp;quot;in your base?&amp;quot; If it's just on the map, there's no need to worry. If the eagle is likely to move past a dwarf, that could be a problem. --[[User:RomeoFalling|RomeoFalling]] 21:40, 5 November 2008 (EST)&lt;br /&gt;
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:: It was inside a walled compound, flying around and giving me a nightmare. However, it left without any killing being done, and was killed by a psychotic trader guard axedwarf who proceeded to spend the next of the season chasing a one-humped camel with upper spine injuries. --[[User:Erathoniel|Erathoniel]] 14:57, 7 November 2008 (EST)&lt;br /&gt;
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::: I had a Giant eagle for 5 years before he eventually ran into a cage trap, and he never killed or hurt any of my dwarves (in fact, he even never hurt anything). My dwarves, who strongly rely on woodcutting, were always outside, so if he was really agressive, he wouldn't have let them live peacefully for 5 years.. Now I've tamed it, and there's no problems with the other creatures. [[User:Timst|Timst]] 06:13, 8 November 2008 (EST)&lt;br /&gt;
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== Dropped into water? ==&lt;br /&gt;
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What happens if a giant eagle drops a dwarf into water (and the dwarf can swim). Will the dwarf die, be unconcious and drown, or simply swim away? [[User:Milskidasith|Milskidasith]] 13:09, 11 November 2008 (EST)&lt;br /&gt;
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:Having played on a map with seven elevation waterfalls and water two elevations deep, it seems that falling from great heights causes dwarves to fall straight through the water and hit solid rock. I never saw them drown, the death message was always 'collided with an obstacle'.--[[User:Navian|Navian]] 13:29, 11 November 2008 (EST)&lt;br /&gt;
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::Weird... I was thinking it would be the other way around, since I had a couple of goblin masters get launched into my channel by my bridge (and crushed my champion. Note to self: Pressure plate atom smashers are not a good idea if you have invaluable melee dwarves and/or can't remember which lever prevents lifts the bridge disconnecting your fort from the outside). They flew up a couple Z levels and landed in the water, stunned but unharmed. But I suppose more Z levels than two is a different story. [[User:Milskidasith|Milskidasith]] 14:00, 11 November 2008 (EST)&lt;br /&gt;
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== Not really that dangerous ==&lt;br /&gt;
My hunter (novice wrestler, ambusher, skilled marksdwarf, dabbling hammerdwarf, dabbling armorwearer) just killed one faster than i could say mississippi, or, rather, wait don't go there, and has not a single scratch. And that with deer bone bolts too. --[[User:Höhlenschreck|Höhlenschreck]] 23:32, 28 May 2009 (UTC)&lt;br /&gt;
:There is a LOT of randomness in combat. One anecdote does not change the fact that, on average, compared to other DF animals, GE's are dangerous.--[[User:Albedo|Albedo]] 23:54, 28 May 2009 (UTC)&lt;br /&gt;
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:The biggest problem with GEs, is that they're nearly un-meleeable. The same dwarf without any ammo probably would have been ripped to shreds, and the GE would be the one untouched. -[[User:N9103|Edward]] 00:46, 29 May 2009 (UTC)&lt;br /&gt;
::I agree, but who lets dwarfs hunt unsupervised and with melee weapons/out of bolts in an unsafe biome? unless he wants to have [[fun]] ;) --[[User:Höhlenschreck|Höhlenschreck]] 10:19, 29 May 2009 (UTC)&lt;br /&gt;
:::Anyone new to this game and this wiki - which gets us back to making it clear that GE's can be dangerous.  This site is not for &amp;quot;those who know&amp;quot; to show off that they know - it's to introduce the new and intermediate player to the various unknowns in the game. This is the user's manual.  Personal preference is up to each player, after they achieve their own feel for the game.--[[User:Albedo|Albedo]] 14:05, 29 May 2009 (UTC)&lt;br /&gt;
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::::As has been said further above and here again, i too think people are exaggerating, come really ill prepared, or have particular bad luck (-&amp;gt;randomness, yes, but the other way round). Neither the normal nor the undead variety are that dangerous, the fact aside that they do attack instead of run and, in case of the latter, are, well, undead.. If a player picks a terrifying site then he wants terrifying, even if hes new. In any case he should go through the [[fun]] experience, not just abandon fortress. --[[User:Confused|Confused]] 23:17, 10 June 2009 (UTC)&lt;br /&gt;
:::::Which is exactly why it was changed from &amp;quot;abandon it&amp;quot; to &amp;quot;may want to consider abandoning it&amp;quot;.  If a player is up for a challenge, they'll cowboy up, and if not, they'll turn tail and run. But if a newbie is frustrated at the fact that it's harder to kill a skeagle than many other critters (and it is), they'll find their experience confirmed - that &amp;quot;it's not just them&amp;quot; - and they can proceed from there.--[[User:Albedo|Albedo]] 14:09, 11 June 2009 (UTC)&lt;br /&gt;
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== Savage? ==&lt;br /&gt;
&lt;br /&gt;
 They may occur in savage [[mountain]] areas...&lt;br /&gt;
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GE's have the [SAVAGE] creature token - doesn't that mean they ONLY show up in savage biomes? (Despite how the comment in the [[creature token]] article reads) --[[User:Albedo|Albedo]] 22:02, 3 August 2009 (UTC)&lt;br /&gt;
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:I changed &amp;quot;They are usually found in savage [[mountain]] areas&amp;quot; to &amp;quot;They may occur in savage mountain areas.&amp;quot; Indeed [SAVAGE] [BIOME_MOUNTAIN] limits them to savage mountain biomes, but as always they may still never show up. So how do we phrase that unambiguously? How bout &amp;quot;They can  occur only in savage mountain areas.&amp;quot; ? --[[User:Old Ancient|Old Ancient]] 19:59, 4 August 2009 (UTC)&lt;br /&gt;
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== Use in defense ==&lt;br /&gt;
&lt;br /&gt;
The article makes it sound like tamed Giant Eagles will fly around outside your base and attack hostiles. In my case, though, it just sits in my meeting areas, like any other tamed animal. Is there a way to make it so that they'll be useful in defense (besides chaining them near the entrance, which seems like kind of a waste), or was someone assuming that a GE would behave the same tamed as it does wild? If it's the latter, that part be removed. -- [[User:King of the Internet|King of the Internet]] 18:39, 8 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45788</id>
		<title>40d:Meat industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meat_industry&amp;diff=45788"/>
		<updated>2009-06-27T20:04:24Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: Added note about waiting for a tamed animal to grow up before butchering&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;
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&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;
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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;
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&lt;br /&gt;
=== Soldiers ===&lt;br /&gt;
''Requires: Any number of [[soldiers]] and huntable [[Creatures|wildlife]]''&amp;lt;br&amp;gt;&lt;br /&gt;
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If so desired, you can order your active soldiers out to kill wild animals by enabling them to &amp;quot;harass dangerous wild animals&amp;quot; in the [[military]] screen. This takes some small management, but 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).  Soldiers will not kill or butcher [[Domestic animal|domestic]] or [[tame]] animals.&lt;br /&gt;
&lt;br /&gt;
=== Cage traps ===&lt;br /&gt;
''Requires: [[Cage]]s, [[mechanism]]s, and a [[mechanic]]''&lt;br /&gt;
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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;
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&lt;br /&gt;
=== Breeding ===&lt;br /&gt;
''Requires: One or more adult females and one adult male of each species and time''&amp;lt;br&amp;gt;&lt;br /&gt;
''Recommended: [[Cage]]s and/or [[restraint]]s''&lt;br /&gt;
&lt;br /&gt;
If a male and a female of the same species exist on your map then sooner or later (and probably sooner) the male will impregnate the female.  No contact between a male and female is needed - pregnacy can ''and will'' occur regardless of distance, physical obstacles such as walls or locked doors, number of each gender (beyond the first), and even ownership.  ''(This is often referred to as &amp;quot;breeding by spores&amp;quot;.)''  Even a male in a herd of wild animals outside the fortress walls can impregnate a female locked deep in a lowest level.  A female can get pregnant again immediately after delivering young.  The only thing that has been reported to prevent pregnancy is caging, but females that are already pregnant can deliver while caged.&lt;br /&gt;
&lt;br /&gt;
One strategy includes [[restrain]]ing most/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, a common strategy is to cage all your young until matured because they do not give the same amount of bones, meat, and fat as adults. (Keep in mind, though, that some tamed wild species take more than 1 year to mature, unlike most domestic animals. For example, it may be excusable to butcher an elephant calf right away for 10 meat and bones, rather than wait a decade for 16 of each.)&lt;br /&gt;
&lt;br /&gt;
Furthermore:&lt;br /&gt;
* Cages can hold an unlimited number of animals, so you only need one.&lt;br /&gt;
* Caged animals do not path, and therefore, do not consume a lot of 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 (or taking advantage of the animals [[elves]] trade) 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;
====Pens====&lt;br /&gt;
Animals on [[restraint]]s still can [[path]] (1 tile in any direction from the chain/rope), and that can hurt your [[Maximizing framerate|framerate]].  By making a series of 1x1 rooms with doors set to &amp;quot;non-pet-passable&amp;quot;, and restraining the animals there, the animals have nowhere to go and so [[path]]ing is not a problem.  The door keeps them from wandering, the restraint is necessary to get them into the room in the first place.  (See [[Restraint]] for proper removal technique.)&lt;br /&gt;
&lt;br /&gt;
[[Activity zone#Pit/Pond|Pit]]s can also be adapted for this purpose, without the restraint and with multiple animals.&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 cluttered 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>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41338</id>
		<title>40d Talk:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41338"/>
		<updated>2009-06-11T17:22:37Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the opening paragraph for this, and other creatures, should describe what the unicorn looks like, their demeanor, and where they are found. The current paragraph refers to the old version of the game. Advice on how players should handle creatures hunt/ignore/barricade) is more useful to readers of the wiki. Does anyone agree? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:It looks like a white U. There's a picture on the right. The places where it's found are there too. The main text goes into its demeanor (at least for adventure mode). Where does it reference the old version? Are you looking at the same page? [[User:Anydwarf|Anydwarf]] 16:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage Escapes? ==&lt;br /&gt;
&lt;br /&gt;
The creature data says &amp;quot;Benign&amp;quot; but I'm not sure.  In a fortress, I had spammed a few cage traps around an area in which Unicorns once freely ran, and they kept running into them, so I had a nice fine stockpile of the useless things.  However, they seemed to slip their cages somehow, because suddenly I had a half dozen Unicorns prancing around in my fort.  Didn't seem hostile though, and some marksdwarves took care of it.  Anyone else know if they typically escape cages?  (wooden ones at least?)--[[User:Dadamh|Dadamh]] 14:13, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It may just be another &amp;quot;squad&amp;quot; of unicorns... they tend to spawn when all the other animals are killed / captured. Not only nicorn, but all commons animals in fact. [[User:Timst|Timst]] 16:27, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves and Unicorns ==&lt;br /&gt;
&lt;br /&gt;
Elves ride unicorns when ambushing (version 0.28.181.39e, no mods). Not entirely sure if that should be noted here or elsewhere? -[[User:Namako|Namako]] 14:06, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcherable ==&lt;br /&gt;
&lt;br /&gt;
In an unmodified version of Dwarf Fortress v39e, I had a hunter hunt down, kill, and butcher a Unicorn, producing 9 Unicorn Chunks, 9 Unicorn Meat, 5 Unicorn Fat, 9 Unicorn Bones, Unicorn Skin, and a Unicorn Skull. Awaiting second source of corroboration before main article is altered. --[[User:Stryc9fuego|Stryc9fuego]] 06:49, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes I can confirm they are now butcherable. --[[User:Bouchart|Bouchart]] 23:01, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unicorns rock! ==&lt;br /&gt;
&lt;br /&gt;
Unicorns have a modvalue of 10, meaning their bones, fat, and leather are unusually valuable.  Furthermore, they seem to appear in abundance.  I'm gonna modify the article to give them a more positive spin.  [[User:Gairabad|Gairabad]] 20:59, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ultra regeneration? ==&lt;br /&gt;
&lt;br /&gt;
One of my hunters was out trying to kill a unicorn, but got hungry in the process and decided to go have a snack after shooting his target once. The unicorn had a &amp;quot;moderately wounded&amp;quot; (brown) hoof immediately after getting shot. As I was viewing the unicorn while the hunter chased it, it only had a &amp;quot;lightly wounded&amp;quot; (gray) hoof. Finally, once the hunter got hungry and decided to leave, the unicorn's hoof wasn't wounded at all (white). This was all within a period of maybe a minute. I never left the unicorn's sight, and I'm absolutely positive it was the same unicorn throughout (I'm looking at the lone unicorn with the hunter still leaving the screen right now; additionally, the other two unicorns in my fortress don't have any wounds either, and they're way on the other side of the map.) Can this be confirmed by anyone else, maybe by having a hunter with a single bolt go out and try to hunt a unicorn? --[[User:King of the Internet|King of the Internet]] 01:12, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Nevermind--it looks like every creature has ultra-regeneration now, not just unicorns. --[[User:King of the Internet|King of the Internet]] 17:22, 11 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41337</id>
		<title>40d Talk:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41337"/>
		<updated>2009-06-09T01:12:56Z</updated>

		<summary type="html">&lt;p&gt;King of the Internet: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the opening paragraph for this, and other creatures, should describe what the unicorn looks like, their demeanor, and where they are found. The current paragraph refers to the old version of the game. Advice on how players should handle creatures hunt/ignore/barricade) is more useful to readers of the wiki. Does anyone agree? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:It looks like a white U. There's a picture on the right. The places where it's found are there too. The main text goes into its demeanor (at least for adventure mode). Where does it reference the old version? Are you looking at the same page? [[User:Anydwarf|Anydwarf]] 16:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage Escapes? ==&lt;br /&gt;
&lt;br /&gt;
The creature data says &amp;quot;Benign&amp;quot; but I'm not sure.  In a fortress, I had spammed a few cage traps around an area in which Unicorns once freely ran, and they kept running into them, so I had a nice fine stockpile of the useless things.  However, they seemed to slip their cages somehow, because suddenly I had a half dozen Unicorns prancing around in my fort.  Didn't seem hostile though, and some marksdwarves took care of it.  Anyone else know if they typically escape cages?  (wooden ones at least?)--[[User:Dadamh|Dadamh]] 14:13, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It may just be another &amp;quot;squad&amp;quot; of unicorns... they tend to spawn when all the other animals are killed / captured. Not only nicorn, but all commons animals in fact. [[User:Timst|Timst]] 16:27, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves and Unicorns ==&lt;br /&gt;
&lt;br /&gt;
Elves ride unicorns when ambushing (version 0.28.181.39e, no mods). Not entirely sure if that should be noted here or elsewhere? -[[User:Namako|Namako]] 14:06, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcherable ==&lt;br /&gt;
&lt;br /&gt;
In an unmodified version of Dwarf Fortress v39e, I had a hunter hunt down, kill, and butcher a Unicorn, producing 9 Unicorn Chunks, 9 Unicorn Meat, 5 Unicorn Fat, 9 Unicorn Bones, Unicorn Skin, and a Unicorn Skull. Awaiting second source of corroboration before main article is altered. --[[User:Stryc9fuego|Stryc9fuego]] 06:49, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes I can confirm they are now butcherable. --[[User:Bouchart|Bouchart]] 23:01, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unicorns rock! ==&lt;br /&gt;
&lt;br /&gt;
Unicorns have a modvalue of 10, meaning their bones, fat, and leather are unusually valuable.  Furthermore, they seem to appear in abundance.  I'm gonna modify the article to give them a more positive spin.  [[User:Gairabad|Gairabad]] 20:59, 31 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ultra regeneration? ==&lt;br /&gt;
&lt;br /&gt;
One of my hunters was out trying to kill a unicorn, but got hungry in the process and decided to go have a snack after shooting his target once. The unicorn had a &amp;quot;moderately wounded&amp;quot; (brown) hoof immediately after getting shot. As I was viewing the unicorn while the hunter chased it, it only had a &amp;quot;lightly wounded&amp;quot; (gray) hoof. Finally, once the hunter got hungry and decided to leave, the unicorn's hoof wasn't wounded at all (white). This was all within a period of maybe a minute. I never left the unicorn's sight, and I'm absolutely positive it was the same unicorn throughout (I'm looking at the lone unicorn with the hunter still leaving the screen right now; additionally, the other two unicorns in my fortress don't have any wounds either, and they're way on the other side of the map.) Can this be confirmed by anyone else, maybe by having a hunter with a single bolt go out and try to hunt a unicorn? --[[User:King of the Internet|King of the Internet]] 01:12, 9 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>King of the Internet</name></author>
	</entry>
</feed>