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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lacero</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-08T13:45:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31088</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31088"/>
		<updated>2008-07-06T15:09:11Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do windows block the flow of fluids? --[[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
:Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
do windows allow light in? to fight [[Cave adaptation]] --[[User:Corhen|Corhen]] 22:24 24 december 2008&lt;br /&gt;
&lt;br /&gt;
:Also yes. --[[User:N9103|Edward]] 06:09, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do you get the materials back when you remove a window? Especially Gem windows? --[[User:Juckto|Juckto]] 07:42, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thirdly yes. --[[User:Savok|Savok]] 12:49, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Can dwarves &amp;quot;see&amp;quot; through the windows (i.e. see stealthly enemies on the other side)? [[User:Optimizt|Optimizt]] 20:02, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Again yes.  At least, they get scared of things they see on the other side.  I've not tested whether they can spot stealthy enemies. --[[User:Lacero|Lacero]] 11:09, 6 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24029</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24029"/>
		<updated>2007-12-18T15:58:36Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A glass window can be made from green, clear, or crystal glass at a [[glass furnace]].  A window is furniture and is not considered support for he purpose of preventing [[cave-ins]], but it will block the flow of water.&lt;br /&gt;
&lt;br /&gt;
A gem window can alternatively be made from three cut gems of any type (including cut glass).  If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31079</id>
		<title>40d Talk:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Window&amp;diff=31079"/>
		<updated>2007-12-18T15:58:15Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do windows block the flow of fluids? [[User:Rkyeun|Rkyeun]] 20:16, 5 December 2007 (EST)&lt;br /&gt;
: Yes --[[User:Lacero|Lacero]] 10:58, 18 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11484</id>
		<title>40d Talk:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Aquifer&amp;diff=11484"/>
		<updated>2007-11-08T10:46:32Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady mentioned somewhere that, at the moment, only subterrainian water sources can grow towercaps. He then explicitly mentioned underground rivers and lakes, but would an aquifer work as well? If so, given the scarcity of underground water sources, this would provide another bonus to having an aquifer.[[User:Thexor|Thexor]] 20:10, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I don't believe they count.  AFAIK, it applies only to standing water. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
== notes from nov1 version ==&lt;br /&gt;
&lt;br /&gt;
this is a cleaned-up chat log from #bay12games on Nov 01 11:07 (PST).  Pasting it here until the information works its way in to the wiki page.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; VeryInky: you seem to be the aquifer expert.  have you found a way to get around them without magma?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; [[Pump|Pumps]]. But pumps require stone. If you have access to stone, the aquifer shouldn't be that much of a problem.  The key draining the aquifer square, then building floodgate.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; so the aquifer has a finite amount of water in it, unlike brooks and rivers?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Unlimited.  It's an infinite water source.  It's been sort of fixed in the new version, so getting past the aquifer is much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; what changed to make it easier? don't see it on the dev_notes&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Non dirt squares no longer automatically refill.  IN other words, it's now possible to make a wall and block the aquifer.  So you can build deeper; wasn't possible before.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; ah ok, thanks much :)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; It's none the less MUCH easier with magma. Dig channels until you reach the aquifer, then divert magma into it. It turns into solid obsidian and you can just continue on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sinoth&amp;gt; i wasn't aware you could build pumps solely with stone.  don't you need the [[enormous corkscrew|screw thing]], made out of metal or wood?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;VeryInky&amp;gt; Requires a stone, but you can make the screw and pipes out of wood.&lt;br /&gt;
The problem is getting that stone.  A stone.&lt;br /&gt;
&lt;br /&gt;
== Unmarked Aquifer? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to have an aquifer if it was not listed on the pick an area screen? Normally if you are going to enter an area with an aquifer, I have noticed that it shows you with a band of blue at the level that it is located, and the game asks if you are sure you want to settle there. In my case, there was no aquifer listed, and I received no warning, but I cannot go below a layer of yellow sand without hitting Damp Stone (actually it is Damp Loam)&lt;br /&gt;
&lt;br /&gt;
The map does have a river, do you get Aquifer with a river automatically?&lt;br /&gt;
:You only get information on the square that your local area is centered on. Thus you can have an aquifer on part of the map without it being listed. --[[User:Ikkonoishi|Ikkonoishi]] 21:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, I had a section of chalk containing an unmarked aquifer in a mostly igneous area.. luckily I was able to just dig around it. [[User:Anydwarf|Anydwarf]] 01:57, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stone method==&lt;br /&gt;
&lt;br /&gt;
Some maps have an aquifer that doesn't span all of the map's biomes, in which case the aquifer is easy to avoid by paying attention to where the different biomes are situated.  Is that what this section is referring to, or can there really be &amp;quot;holes&amp;quot; in an aquifer? --[[User:Peristarkawan|Peristarkawan]] 02:46, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I have found rock pockets in an aquifer that were dry.  They are rare and hard to find, when they are there at all.  [[User:Geekwad|Geekwad]] 17:05, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Rumours on the ofurms are that ore squares don't generate water, so if you can find enough in one place you can dig through them.  I don't know if this is accurate. --[[User:Lacero|Lacero]] 05:46, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Related threads ==&lt;br /&gt;
&lt;br /&gt;
More threads on aquifers:&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000852 aquifer pumping?]&lt;br /&gt;
* [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000865 How-to: Get past the aquifer with pumps]&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15210</id>
		<title>40d Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15210"/>
		<updated>2007-11-02T19:27:59Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&amp;quot; I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 0, your windmill W (I'm not sure what it looks like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
....&lt;br /&gt;
.W..&lt;br /&gt;
..&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level -1, your gear assemblies, * and axle, =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
####&lt;br /&gt;
#**=&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link your lever to the second assembly (right), such that the Windmill is supported by the other (left).&lt;br /&gt;
&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 13:09, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: won't this waste 5 power on a useless gear?  why not just build a wall instead? --[[User:Lacero|Lacero]] 15:27, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9660</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9660"/>
		<updated>2007-11-02T08:08:26Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --[[User:Lacero|Lacero]] 04:08, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9659</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9659"/>
		<updated>2007-11-02T08:07:13Z</updated>

		<summary type="html">&lt;p&gt;Lacero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part.&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lacero</name></author>
	</entry>
</feed>