<?xml version="1.0"?>
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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lucid</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lucid"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Lucid"/>
	<updated>2026-06-04T08:04:34Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lucid&amp;diff=12144</id>
		<title>User:Lucid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lucid&amp;diff=12144"/>
		<updated>2007-11-05T23:32:40Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New DF is feckin awesome. &lt;br /&gt;
Can't wait to see the next boatmurdered.&lt;br /&gt;
&lt;br /&gt;
I'm building lots of interesting trap and machine designs and would love to discuss these topics&lt;br /&gt;
&lt;br /&gt;
Contact me at lucidphoole@gmail.com&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8652</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8652"/>
		<updated>2007-11-05T23:30:25Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18573</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18573"/>
		<updated>2007-11-04T13:07:13Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]] and [[metal]]. Cages can hold an unlimited number of [[animals]] at once. Placing animals in a cage can reduce lag and reduce [[traffic]] in your hallways.&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* A [[jail]], where you designate its location to be used for [[justice]], and a [[sherrif]] will detain any unruly dwarves.&lt;br /&gt;
* Animal restraining device, where you simply plant it and allocate any animals you want in it.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13399</id>
		<title>40d:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13399"/>
		<updated>2007-11-03T15:44:19Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A milker extracts milk.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Milker&amp;diff=16676</id>
		<title>40d Talk:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Milker&amp;diff=16676"/>
		<updated>2007-11-03T15:43:58Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: Has anyone had experience with milking a creature? My attempts to milk camels and cows have failed so far.  It's probably the same as in v0.23, that &amp;quot;Milking&amp;quot; only works on Purring Maggots...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anyone had experience with milking a creature? My attempts to milk camels and cows have failed so far.&lt;br /&gt;
&lt;br /&gt;
It's probably the same as in v0.23, that &amp;quot;Milking&amp;quot; only works on Purring Maggots.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13398</id>
		<title>40d:Milker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Milker&amp;diff=13398"/>
		<updated>2007-11-03T15:42:29Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A milker extracts milk from various creatures which can be made into cheese by a [[Cheese maker]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7411</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7411"/>
		<updated>2007-11-03T15:38:54Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6150</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6150"/>
		<updated>2007-11-03T15:36:16Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two [[lever]]s, two [[screw pump]]s and two [[gear assemblies]]. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle.&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
 The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence &amp;lt;BR&amp;gt;of floor) below it.  A virgin rock tile is composed of a wall of rock and a floor of rock, for example.&lt;br /&gt;
&lt;br /&gt;
In the following examples,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; is a wall of rock&lt;br /&gt;
&lt;br /&gt;
= is a floor of rock&lt;br /&gt;
&lt;br /&gt;
&amp;gt; is a stair down&lt;br /&gt;
&lt;br /&gt;
&amp;lt; is a stair up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A [[channel]] removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Building new walls however can affect the floor above, replacing it if it is not already there. I have used the O symbol to show where a new wall would go, in each case it's just one wall but the left hand one would add a floor tile as shown.&lt;br /&gt;
&lt;br /&gt;
 ==O   ====&lt;br /&gt;
 ##O @ O###&lt;br /&gt;
 ==========&lt;br /&gt;
&lt;br /&gt;
[[Stairs]] down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;gt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;lt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Up-[[ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases. Read more about this under [[digging]].&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
=Miscellaneous Strategies=&lt;br /&gt;
==Use for Soil Layers==&lt;br /&gt;
[[Soil]] layers (such as clay, loam, etc.) - which may at first seem to be of secondary importance - are very useful for large storage areas, as they do not leave rock behind when dug through and may be excavated much faster by comparison. You can also farm on soil tiles without first making them muddy.&lt;br /&gt;
&lt;br /&gt;
Since soil cannot be smoothed or detailed, it is a less than ideal medium to assign rooms in. Workshops do not have happy thoughts for increased surrounding worth, so if proximity to another area is not an issue, soil is a great place to put them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Entflood.jpg&amp;diff=16674</id>
		<title>File:Entflood.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Entflood.jpg&amp;diff=16674"/>
		<updated>2007-11-03T15:32:02Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4436</id>
		<title>40d:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gear_assembly&amp;diff=4436"/>
		<updated>2007-11-02T17:50:34Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''gear assembly''' is a [[machine component]] that is used to move [[power]] between adjacent machine components such as [[water wheel]]s, [[windmill]]s, [[axle]]s, and other gear assemblies. This allows the transfer of vertical motion to horizontal and vice versa. Each gear in a chain of gears requires 5 units of power.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
Gears can be constructed from the {{K|b}}uild menu under {{K|M}}achine Components and {{K|g}}ear. They require one [[mechanism]] to construct.&lt;br /&gt;
&lt;br /&gt;
A gear may be used to transfer power between [[z-level]]s. In order to do so, you must first dig a channel, and then place the gear over the opening. Another gear may be used above or below to resume pathing power on the XY plane.&lt;br /&gt;
&lt;br /&gt;
==Disconnected gears==&lt;br /&gt;
&lt;br /&gt;
When connected to a [[lever]], gears can be &amp;quot;disconnected&amp;quot; by activating the lever. However, be warned that devices connected vertically to a linked gear may collapse when disconnected. The same is true of a horizontally connected hanging device. An example is building a windmill directly on top of a gear and then &amp;quot;disconnecting&amp;quot; the gear using a lever; this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Outpost_liaison&amp;diff=13986</id>
		<title>40d Talk:Outpost liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Outpost_liaison&amp;diff=13986"/>
		<updated>2007-11-01T21:44:57Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance.   At first I thought they'd stay ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any idea how to keep them from staying till they go insane. Every winter my dwarves live in fear of the bruce lee of liaisons going into a martial trance. &lt;br /&gt;
&lt;br /&gt;
At first I thought they'd stay if they didn't get to talk with my broker but having a meeting doesn't help get them out. --[[User:Lucid|Lucid]] 17:44, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Toggle_engravings&amp;diff=13760</id>
		<title>40d Talk:Toggle engravings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Toggle_engravings&amp;diff=13760"/>
		<updated>2007-11-01T20:28:45Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;any reason this can't be copied verbatim from the old wiki? --[[User:Moller|Moller]] 16:20, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Not if you've checked to ensure it remains the same --[[User:Lucid|Lucid]] 16:28, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6145</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6145"/>
		<updated>2007-11-01T20:27:11Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Entrance Designs=&lt;br /&gt;
&lt;br /&gt;
==Flooded Entrance==&lt;br /&gt;
&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinary you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screwpumps and two gears. Power and the additional components to get the power to the screwpumps varies depending on distance/setup.&lt;br /&gt;
One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear is placed next to each pump and connected to the main power system. Each gear is linked to a lever.&lt;br /&gt;
Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 3D Map Format ==&lt;br /&gt;
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it.  A virgin rock tile is composed of a wall of rock and a floor of rock, for example.&lt;br /&gt;
&lt;br /&gt;
In the following examples,&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; is a wall of rock&lt;br /&gt;
&lt;br /&gt;
= is a floor of rock&lt;br /&gt;
&lt;br /&gt;
&amp;gt; is a stair down&lt;br /&gt;
&lt;br /&gt;
&amp;lt; is a stair up&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A [[channel]] removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Building new walls however can affect the floor above, replacing it if it is not already there. I have used the O symbol to show where a new wall would go, in each case it's just one wall but the left hand one would add a floor tile as shown.&lt;br /&gt;
&lt;br /&gt;
 ==O   ====&lt;br /&gt;
 ##O @ O###&lt;br /&gt;
 ==========&lt;br /&gt;
&lt;br /&gt;
[[Stairs]] down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;gt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;lt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Up-[[ramp]]s remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically. Up-ramps can be found in the same submenu of the {{K|d}}esignation menu as up- and down-staircases. Read more about this under [[digging]].&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6417</id>
		<title>40d:Enormous corkscrew</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Enormous_corkscrew&amp;diff=6417"/>
		<updated>2007-11-01T20:18:17Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Enormous corkscrews can be used as components in [[Trap]]s as well as [[Screw pump]]s.&lt;br /&gt;
They are created out of wood at the [[Carpenter|Carpenter's workshop]] or out of metal at a [[Metalsmith's forge|forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Machine_Components&amp;diff=12625</id>
		<title>Category:Machine Components</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Machine_Components&amp;diff=12625"/>
		<updated>2007-11-01T20:12:33Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''machine component''' is one of several constructions available from the Machine Components screen accessible from the {{K|b}}uild menu. Dwarves are capable of making complex machines from machine components.  These machines derive [[power]] from some source (either wind or water) and transfer it to other parts that use that power (rather than have a dwarf do it by hand).&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Machine components can have two buildings states, solid base or hanging. A hanging component is not built on solid ground and must be built beside another already constructed one. Its only support comes from its adjacent component. This allows for almost completely free hanging machinary, only one part must be on stable ground. &lt;br /&gt;
&lt;br /&gt;
Possible advantages to this would be protection from destruction by invading enemies.&lt;br /&gt;
&lt;br /&gt;
If a lever is connected to a support component then when it is disconnected it will cause the hanging component to explode into its basic parts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13645</id>
		<title>40d Talk:Sourced water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13645"/>
		<updated>2007-11-01T20:04:02Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Opening the fortress to the wrath of these monsters is generally considered a Bad Idea.&lt;br /&gt;
&lt;br /&gt;
I have no clue whatsoever about what monsters the author is talking about. --[[User:Mizipzor|Mizipzor]] 15:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rivers.--[[User:Draco18s|Draco18s]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What? Is it the river itself you consider a monster? Or does the river ''contain'' monsters? Because I dont believe that the latter is always true, on the two maps Ive played so far, the river has been completely calm. --[[User:Mizipzor|Mizipzor]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Um....Try &amp;quot;permaflood&amp;quot;?--[[User:Draco18s|Draco18s]] 15:36, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
If its the river itself it should be changed to something like this beast to clarify. And if its river monsters then the sentence if false, I havn't seen a single river monster yet, just alot of angry fish.&lt;br /&gt;
Plus why is bad idea capitalised. --[[User:Lucid|Lucid]] 15:43, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Pretty sure author was referring to the river itself. That's what I immediately thought when I read it. --[[User:BahamutZERO|BahamutZERO]] 15:53, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: The capitalization is from computer jargon style[http://catb.org/jargon/html/B/Bad-Thing.html]. Thats not saying that writing it in this way is the right way to do it (it is jargon which tends to be specific to one group of people).  --[[User:Shagie|Shagie]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Doesn't come more obscure than that. Thanks for clearing it up --[[User:Lucid|Lucid]] 16:04, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13641</id>
		<title>40d Talk:Sourced water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sourced_water&amp;diff=13641"/>
		<updated>2007-11-01T19:43:11Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; Opening the fortress to the wrath of these monsters is generally considered a Bad Idea.&lt;br /&gt;
&lt;br /&gt;
I have no clue whatsoever about what monsters the author is talking about. --[[User:Mizipzor|Mizipzor]] 15:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rivers.--[[User:Draco18s|Draco18s]] 15:27, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What? Is it the river itself you consider a monster? Or does the river ''contain'' monsters? Because I dont believe that the latter is always true, on the two maps Ive played so far, the river has been completely calm. --[[User:Mizipzor|Mizipzor]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Um....Try &amp;quot;permaflood&amp;quot;?--[[User:Draco18s|Draco18s]] 15:36, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
If its the river itself it should be changed to something like this beast to clarify. And if its river monsters then the sentence if false, I havn't seen a single river monster yet, just alot of angry fish.&lt;br /&gt;
Plus why is bad idea capitalised. --[[User:Lucid|Lucid]] 15:43, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Treeless&amp;diff=13117</id>
		<title>40d:Treeless</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Treeless&amp;diff=13117"/>
		<updated>2007-11-01T16:29:11Z</updated>

		<summary type="html">&lt;p&gt;Lucid: Redirecting to Regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Regions]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4170</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4170"/>
		<updated>2007-11-01T16:25:23Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''waterwheel''' is a machine that provides [[power]] via waterflow.&lt;br /&gt;
It requires 4 wood and generates 100 power which can be used for operating a [[pump]]. Use [[axle]]s and [[gear]]s to access the power produced by a water wheel.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
A channel 3 squares long should be built above the waterflow where you plan on putting the wheel. An [[axle]] can then be built perpendicular to this. Once the axle is complete you can place you wheel. Power won't be generated until the [[water level]] is at least 3. Once this is done you can move the power wherever it is needed. &lt;br /&gt;
&lt;br /&gt;
==Perpetual Motion==&lt;br /&gt;
Due to the low power draw of a screwpump a selfpowering wheel can be made and still leave plenty of excess power for other uses. Whether this is an intended feature or unexpected bug is currently unknown.&lt;br /&gt;
&lt;br /&gt;
[[Image:PerpetualMotion.JPG]]&lt;br /&gt;
&lt;br /&gt;
The purple markers and yellow X are in line to help with orientation. The red floodgate lets water in from a channel connected to the river. The yellow lever controls the yellow floodgate, currently open, which allows flow between reservoir 1 and 2.&lt;br /&gt;
The [[water level]] below the wheel stays balanced at 7 and 6. The first tank is all 7 and the second tank is all 1-3. It takes abit of fine tuning to get the correct water level but a setup as above will give uninterrupted power indefiantly.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine Components]]&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:PerpetualMotion.JPG&amp;diff=13303</id>
		<title>File:PerpetualMotion.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:PerpetualMotion.JPG&amp;diff=13303"/>
		<updated>2007-11-01T16:19:17Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lucid&amp;diff=12173</id>
		<title>User talk:Lucid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lucid&amp;diff=12173"/>
		<updated>2007-11-01T01:37:26Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Complaints/Praise here&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lucid&amp;diff=12172</id>
		<title>User talk:Lucid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lucid&amp;diff=12172"/>
		<updated>2007-11-01T01:36:56Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: Complaints/Praise here ----                            |                            |                            |                            v                          ......&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Complaints/Praise here ----&lt;br /&gt;
                           |&lt;br /&gt;
                           |&lt;br /&gt;
                           |&lt;br /&gt;
                           v&lt;br /&gt;
                         ......&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lucid&amp;diff=12143</id>
		<title>User:Lucid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lucid&amp;diff=12143"/>
		<updated>2007-11-01T01:35:24Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: New DF is feckin awesome.   Can't wait to see the next boatmurdered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New DF is feckin awesome. &lt;br /&gt;
&lt;br /&gt;
Can't wait to see the next boatmurdered.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12047</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12047"/>
		<updated>2007-11-01T01:26:44Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a water wheel or windmill.  If the power is i...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The millstone is used grind up certain plants to make flour and dye. To operate, it needs to be connected to a mechanical power source such as a water wheel or windmill.&lt;br /&gt;
&lt;br /&gt;
If the power is interupted and the job must be requeued when it is returned. Therefore it is best to have uninterupted power or at least the ability to run it for a long period of time.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1547</id>
		<title>40d:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1547"/>
		<updated>2007-11-01T01:17:50Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Stairs''' allow [[dwarves]] and other creatures to travel up and down. [[Ramp]]s most likely operate in the same fashion and so most advice here should apply to both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Constructing Stairs ==&lt;br /&gt;
&lt;br /&gt;
In order for stairs to be usable, you must construct stairs on both levels you wish to connect (An up stair connecting to a down stair). However, a Down or Up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area.&lt;br /&gt;
&lt;br /&gt;
Using an Up/Down stair (Which goes both up and down on the same tile) you can dig a straight vertical shaft.&lt;br /&gt;
&lt;br /&gt;
Only upstairs can currently be removed through the designation menu but a new floor can be built over a downstairs to effectively remove them.&lt;br /&gt;
&lt;br /&gt;
There are two ways to construct stairs:&lt;br /&gt;
* You can [d]esignate them for your miners to dig them right into the cliff.&lt;br /&gt;
* You can [C]onstruct them from the [b]uild menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Destroying Stairs ==&lt;br /&gt;
&lt;br /&gt;
To destroy up stairs, use the &amp;quot;Remove Up Stairs/Ramps&amp;quot; command in the [[designations]] menu (d-i). To remove down stairs, use the &amp;quot;Site a Building&amp;quot; menu and build a floor over them (b-C-f).&lt;br /&gt;
&lt;br /&gt;
Stairs built thought the site a building menu can be removed through the remove construction menu in designations. {{key|d}} - {{key|n}}&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11919</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11919"/>
		<updated>2007-11-01T01:13:09Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Floodgates are objects that regulate the flow of [[liquids]]. A wood, stone or metal floodgate will suffice for water flow, but only stone and metal will hold back magma. Floodgates can be linked up to levers or pressure plates to create farms, a water source or as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
If theres no roof above your floodgate and the the water source if from a higher elevation it will spill over it.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11964</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=11964"/>
		<updated>2007-11-01T01:09:46Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.  Maybe someone with experience could write up on the risks, ie how it spreads, h...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3884</id>
		<title>40d Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave-in&amp;diff=3884"/>
		<updated>2007-11-01T00:57:51Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this still valid? I recall that only truly disconnected areas cave in these days...&lt;br /&gt;
&lt;br /&gt;
Yeah, this is what I've heard.  I'm digging out a bunch of greater than 7x7 rooms now so we'll find out shortly.&lt;br /&gt;
--[[User:Karlito|Karlito]] 00:26, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've dug out some big rooms (10x10 I think is the biggest so far) and not had a cave-in for a season or so. I'm thinking it only does it on disconnects. makes it ALOT easier to plan your fort out. --[[User:BurnedToast|BurnedToast]] 00:33, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No kidding.  What are the chances of accidentally completely disconnecting an area?  I think that Toady One is going to continue to tweak the cave-in circumstances, though, so some things that don't cave in now may in later versions. --[[User:Peristarkawan|Peristarkawan]] 12:56, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry, but I don't understand what a disconnected area is.  Could you try to explain?  [[User:Sinoth|sinoth]] 12:50, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A disconnected section doesn't connect to the rest of the map. As far as I know, that means it checks above, below, north, south, east, and west of a block of stone for connecting blocks, and continues checking through them to make sure the section isn't isolated. Toady mentioned something along the lines of it only checking for disconnects around the area you are mining. If the section is isolated, each block of the disconnected section will fall straight down. That's the general idea, I believe, and such disconnects are not easy to create. --[[User:Janus|Janus]] 13:12, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I can easily see how to create an isolated support, but how would you create an isolated room? The dwarves would have to get there somehow... Also, wouldn't an isolated room (with nothing on any side of it, including above) be less likely to collapse because there's nothing nearby to collapse into it? --[[User:Bobson|Bobson]] 13:49, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I've mined out several levels underground.  Then I dug channels (carefully) around the edge of the top layer.  Once the last channel section was finished... bam! Cave-in.  Only, it didn't stop at the first level below.  It kept going to the last level dug out, taking with it all the loose debris.  If there are any BUILDINGS in the region that collapsed, they will break apart. --[[User:AzureLightning|AzureLightning]] 14:04, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't pay any attention to the information below this line! It is simply a placeholder!&amp;quot; - Why have it there if doesnt need to be? Take it away and readd when something worthwhile is to be said. --[[User:Mizipzor|Mizipzor]] 17:51, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
When building my underground farms with light access I had alot of collapses but once the room was finished they ceased. There 8 by 8 and three floors down with open air access. I think a collapse happens if you have a room greater the 7x7 horizontally and more than 3 vertically. From what I've observed it seems like it only checks for a collapse everytime a square is dug. --[[User:Lucid|Lucid]] 20:57, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4288</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4288"/>
		<updated>2007-11-01T00:44:16Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''screw pump''' can lift [[water]] from below onto the same level as the pump. Its is two tiles by one tile in size, and can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]] or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction. &lt;br /&gt;
&lt;br /&gt;
Construction requires an enormous [[corkscrew]], [[stone block]]s, and a [[pipe]] section. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the Z axis) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[construction]]s that can be removed to recover the building materials.&lt;br /&gt;
&lt;br /&gt;
===Example Layout===&lt;br /&gt;
 &lt;br /&gt;
 TOP VIEW          SIDE VIEW&lt;br /&gt;
   █████████&lt;br /&gt;
   █████,,,,                 █████████&lt;br /&gt;
   ≈≈≈≈█,███      &amp;lt;--pumping ≈≈≈≈%%&lt;br /&gt;
   ≈≈≈≈%%···                 ██████≈≈≈ reservoir (below)--&amp;gt;&lt;br /&gt;
   ≈≈≈≈██···&lt;br /&gt;
   ██████···&lt;br /&gt;
  &amp;lt;--pumping (same level)&lt;br /&gt;
       reservoir (below)--&amp;gt;&lt;br /&gt;
===Notes===&lt;br /&gt;
*The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a filled pool of liquid.&lt;br /&gt;
*The pump can be walked over by dwarves but the front of the pump must be accessible to be operated manually.&lt;br /&gt;
*Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates or put in a gear linked to a lever to disconnect [[power|motion]].&lt;br /&gt;
*Pumps can also be used in conjuction with a waterwheel to become self-powered.&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
*[DFMA] Ingame Video titled [http://www.mkv25.net/dfma/movie-60-usingapump Using a Pump] showing manual operation of a pump&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9050</id>
		<title>40d Talk:Screw pump/archive1</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Screw_pump/archive1&amp;diff=9050"/>
		<updated>2007-11-01T00:43:31Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I made some mockups of east-to-west pumps using Unicode characters, but we should really get some full-fledged graphical examples. --[[User:JT|JT]] 07:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it essential that the rear of the pump be adjacent to an open square over liquid?  I need to do some tests of that, I had assumed from my testing it was sufficient to have the pump just over liquid (so for example, have the rear square on a ramp into a lake) [[User:Matryx|Matryx]] 13:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The rear end doesnt need to be over an open space it can be pumped straight out onto the ground. Fixing that now.--[[User:Lucid|Lucid]] 20:43, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4075</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4075"/>
		<updated>2007-11-01T00:40:08Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Building a trade depot will allow you the opportunity to trade with caravans that arrive at your fortress. Each of the three friendly races will send a caravan once per year, however they will not arrive unless your region is marked as accessible by them. Dwarves will always arrive regardless of location, however.&lt;br /&gt;
&lt;br /&gt;
Human wagons on top of the regular mules will arrive if there is a minimum 3-wide path from your depot to an map edge. You do not need to have a road, but you will need to [d]esignate [s]moothing and [t]ree-cutting along the path.&lt;br /&gt;
&lt;br /&gt;
A broker is not required but is preferable for getting better deals. To toggle wheter anyone can trade or just the broker is done with [b]. &lt;br /&gt;
[r]equesting a trader at the trade depot will queue a job on the traders list. A higher level of brokerage will give you greater returns, so if you're dependent on trade it's recommended to keep one dwarf as broker and level up his appraisal skill as high as possible.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Economic_stone&amp;diff=3379</id>
		<title>40d Talk:Economic stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Economic_stone&amp;diff=3379"/>
		<updated>2007-11-01T00:34:47Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This was vital knowledge for me to figure out: I started on a marble plateau (which despite the designation of &amp;quot;Heavily Forested&amp;quot; had NO TREES!!! I must have messed something up in the starting locale...) and had to undesignate marble as a flux in order to build anything.&lt;br /&gt;
&lt;br /&gt;
:That's funny.  I started on a volcano and had no trouble whatsoever building stuff out of obsidian.  Is obsidian not economic? --[[User:Peristarkawan|Peristarkawan]] 23:42, 29 October 2007 (EDT)&lt;br /&gt;
::Apparently not! I'll have to build a workshop and see if we can still build dark stone short swords? --[[User:Alfador|Alfador]] 23:49, 29 October 2007 (EDT)&lt;br /&gt;
:::I made several rock short swords and the craftsdwarf used obsidian for all of them.  But I only have two stone types available, so it could just be chance. --[[User:Peristarkawan|Peristarkawan]] 00:32, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I too started in a 'heavily forested' area, which looked like trees on the map, and had not a single tree in sight on any of the z-levels. I don't know if it's a bug or if I managed to snag a part that had no trees (I picked the smallest start size possible to minimize lag). --[[User:BurnedToast|BurnedToast]] 00:11, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look over your Z-Levels again... or perhaps their are already trees inside the mountain?&lt;br /&gt;
Or even better, perhaps you have a 1 in a  million chance secenario, where heavily forested = 10 x Random Tree # = number of trees in region, and the random number you rolled was 0?&lt;br /&gt;
Perhaps not?&lt;br /&gt;
Perhaps you misread &amp;quot;Heavily Forested&amp;quot;?&lt;br /&gt;
Perhaps...&lt;br /&gt;
Yesh...Perhaps... -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
I don't know if this is the place to mention it but shouldn't the stone pages have easier to understand data. Just copying and pasting data from the source isn't very helpful to new players. --[[User:Lucid|Lucid]] 20:34, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4166</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4166"/>
		<updated>2007-11-01T00:08:30Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Waterwheel is a machine that provides power via waterflow.&lt;br /&gt;
It requires 4 wood and generates 100 power. &lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
&lt;br /&gt;
A channel 3 squares long should be built above the waterflow where you plan on putting the wheel. An axle can then be built perpendicular to this. Once the axle is complete you can place you wheel. Power won't be generated until the water level is at least 3.&lt;br /&gt;
Once this is done you can move the power wherever it is needed. &lt;br /&gt;
&lt;br /&gt;
==Perpetual Motion==&lt;br /&gt;
Due to the low power draw of a screwpump a selfpowering wheel can be made and still leave plenty of excess power for other uses. Wheter this is an intended feature or unexpected bug is currently unknown.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8648</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8648"/>
		<updated>2007-10-31T23:58:14Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1537</id>
		<title>40d:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1537"/>
		<updated>2007-10-30T01:54:04Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stairs allow Dwarves and other creatures to travel up and down. Ramps most likely operate in the same fashion and so most advice here should apply to both.&lt;br /&gt;
&lt;br /&gt;
== Constructing Stairs ==&lt;br /&gt;
&lt;br /&gt;
In order for stairs to be usable, you must construct stairs on both levels you wish to connect (An up stair connecting to a down stair). However, a Down or Up stair will give you sufficient access to the adjacent level to build connecting stairs. This means you can dig directly downwards or even directly upwards using stairs without needing any other forms of access to the area.&lt;br /&gt;
&lt;br /&gt;
Using an Up/Down stair (Which goes both up and down on the same tile) you can dig a straight vertical shaft.&lt;br /&gt;
&lt;br /&gt;
Only upstairs can currently be removed through the designation menu but a new floor can be built over a downstairs to effectively remove them.&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2366</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2366"/>
		<updated>2007-10-30T01:51:45Z</updated>

		<summary type="html">&lt;p&gt;Lucid: New page: Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of i...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1534</id>
		<title>40d:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stairs&amp;diff=1534"/>
		<updated>2007-10-30T01:13:17Z</updated>

		<summary type="html">&lt;p&gt;Lucid: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm trying to figure out stairs, but can't. I thought this would be a very important topic to start.&lt;br /&gt;
&lt;br /&gt;
How do I erase &amp;quot;down stairs&amp;quot; and &amp;quot;up stairs&amp;quot;? There is an option for one, but not the other.&lt;br /&gt;
&lt;br /&gt;
I'm also trying to figure out [[ramps]].&lt;br /&gt;
&lt;br /&gt;
:Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing.  But if you rewall it ({{K|b}} - {{K|C}} - {{K|w}}), and then designate it for &amp;quot;Remove Construction&amp;quot; ({{K|d}} - {{K|n}}), that works to get rid of it.  Or just rewall it and leave it as a wall. --[[User:Peristarkawan|Peristarkawan]] 20:44, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --[[User:Vbraun|Vbraun]] 21:06, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Stairs and ramps appear to serve the same purpose except stairs can be built directly on top of each other while ramps cannot.&lt;br /&gt;
&lt;br /&gt;
To build a stairs first you create one in the direction you want to go, ie downstairs for going down and upstairs for up. Then a stairs of the opposite direction is built on the next level directly on the previous one. Only after the stairs have been connected can dwarves dig  on the next level. &lt;br /&gt;
&lt;br /&gt;
Only upstairs can currently be removed but a new floor can be built over them to render them unusable.&lt;br /&gt;
--[[User:Lucid|Lucid]] 21:13, 29 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Lucid</name></author>
	</entry>
</feed>