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	<updated>2026-04-11T19:55:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adventure_mode_quick_reference&amp;diff=302746</id>
		<title>DF2014 Talk:Adventure mode quick reference</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Adventure_mode_quick_reference&amp;diff=302746"/>
		<updated>2024-08-02T18:22:20Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Item on pedestal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|Asirmoth}}&lt;br /&gt;
&lt;br /&gt;
== Item on pedestal ==&lt;br /&gt;
&lt;br /&gt;
How do you add an item on a pedestal in DF2014? --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 18:22, 2 August 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=301669</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=301669"/>
		<updated>2024-06-03T14:17:33Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Observations from a 0.50 reclaim. Fixed where some bullet points ended in a dot and some didn't.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old, ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels.&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above).&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy status again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Building]]s, like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*All the [[drink]]s are spilled to the floor, along with everything else that is supposed to be in containers, such as [[flour]] and [[oil]]. Start brewing immediately.&lt;br /&gt;
*Cabinets and chests remain constructed. '''However''', the items that were stored are dumped on the floor on the same tile with the container.&lt;br /&gt;
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Items intentionally cluttered into workshops to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved.&lt;br /&gt;
**Contents of bins and barrels are dumped out.&lt;br /&gt;
**[[Artifact]]s are scatterred all across the map. This includes artifacts that were part of a building.&lt;br /&gt;
*Pasture settings are cleared, however, the pastures themselves still exist.&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed.&lt;br /&gt;
*Designations and orders are not conserved.&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern.&lt;br /&gt;
**Animals are always scattered.&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was, say, a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids.&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality.&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn, uncaged, at the same spot.&lt;br /&gt;
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress.&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again.&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort.&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled.&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations. Visitors keep their resident status if they emigrated and then came back to visit again.&lt;br /&gt;
*Other creatures will have their citizenship or hostility readjusted depending on whether they are part of the civilization or not. Named animals that became [[historical figure|notable]] before being tamed will become untame.&lt;br /&gt;
*Murky pools are refilled, even if the said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Any [[Justice#Interrogation|interrogations]] you may have done are deleted.&lt;br /&gt;
*Cooking/brewing preferences are lost.&lt;br /&gt;
*Named pets will remain on the animals list. even though their owners have left the fortress.&lt;br /&gt;
*[[Web]]s are scattered across the map. [[Giant cave spider]] webs in caverns may tangle up passers-by.&lt;br /&gt;
*If an embark includes surface water that freezes and thaws, dwarves may fall in and drown during retirement.&lt;br /&gt;
*[[Magma]] levels may rise, akin to a volcanic eruption.{{Bug|8183}} This is a known cause of [[Fun|‼Fun‼]].&lt;br /&gt;
*[[Work_orders|Work orders]] are deleted.&lt;br /&gt;
*Any [[Noble]]s you didn't assign may be randomly assigned.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this in two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.&lt;br /&gt;
** Levels that were originally filled with liquids (ocean/river tiles, flooded cavern floors etc.) and were cleared during a previous play are going to be flooded on reclaim. The only silver lining is that doors stop the 7/7 flood of death.&lt;br /&gt;
* Hauling routes can become buggy and need to be remade.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:New_features&amp;diff=301560</id>
		<title>Category talk:New features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:New_features&amp;diff=301560"/>
		<updated>2024-05-19T01:06:52Z</updated>

		<summary type="html">&lt;p&gt;Lurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reason there is no [[:Category:New in 0.50]]? --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:02, 16 May 2024 (UTC)&lt;br /&gt;
:Presumably because nobody made one. But, following DF's version numbers, it should be [[:Category:New in 50.01]], etc. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:12, 17 May 2024 (UTC)&lt;br /&gt;
::Since we're already at 50.13, maybe something more general could be used until some particular version brings a lot of new things. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 01:06, 19 May 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=301514</id>
		<title>Exploit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Exploit&amp;diff=301514"/>
		<updated>2024-05-16T21:34:50Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Infinite metal */ Fixed link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
An '''exploit''' is a quirk of a game that allows players to gain what other players may consider an unfair advantage, usually by making use of a feature that is not working properly or which defies logic. 'Exploiting the game' is distinct from '[[cheating]]' because exploits occur within the game as written and do not need any external [[utilities]] or [[modding]]. Whether a player chooses to make use of an exploit or not depends on their personal taste; given that ''[[Dwarf Fortress]]'' is a single-player game, the user alone can decide what liberties to take and what options to shun. Among DF players, there is much discussion about what actually should be considered an exploit, ranging from making [[dwarven syrup]] instead of [[dwarven sugar]], growing crops in winter, or even underground, at the one extreme, to justifying 'water wheel batteries' at the other. This page takes a rather relaxed approach in that you considering it an exploit is basically enough to add it, if you don't get too much opposition.&lt;br /&gt;
&lt;br /&gt;
= Fortress mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Atom smasher ==&lt;br /&gt;
{{main|Dwarven atom smasher}}&lt;br /&gt;
Lowering a raised [[drawbridge]] can be used to obliterate most creatures or items beneath it, with some exceptions:&lt;br /&gt;
&lt;br /&gt;
* Atom smashing a creature with a size over 1200000 will destroy the drawbridge.&lt;br /&gt;
* [[Contaminant]]s are unaffected.&lt;br /&gt;
* Smashing a bag of something will destroy the bag, but spill its contents.&lt;br /&gt;
* [[Artifact]]s have a special exception; whereby upon being atom-smashed, they will be &amp;quot;hidden&amp;quot; and inaccessible for the rest of the playthrough.  See the main article for further details.&lt;br /&gt;
&lt;br /&gt;
==Manager exercise program==&lt;br /&gt;
As a [[manager]], skill is gained as tasks are ''approved'', not completed. Simply by queuing lots of jobs ({{menu icon|o}} - [[File:New work order icon.png|30px]]) and providing a meager office, the manager will quickly level to [[legendary]] as an [[Organizer]]. The tasks can then be removed once approved.&lt;br /&gt;
&lt;br /&gt;
==Merchant swindles==&lt;br /&gt;
There are a variety of ways to steal cargo from [[merchant]]s. All amount to naked theft, and the civilization responsible for the caravan will recognize this. Merchants will consider any lost goods to be stolen goods regardless of the method used to take possession of or destroy them (Verification: See [[40d:Trading#Note_that_the_civ|the 40d page]] and [http://www.bay12forums.com/smf/index.php?topic=43771.msg829692#msg829692 This forum post]). So unless you specifically want to take the clothing off the backs of the merchants or steal from your own civ, you might as well just seize the goods anyway.&lt;br /&gt;
&lt;br /&gt;
* [[DF2014:Trading#Seizing_items|Seizing goods via the trade dialog]] is most straightforward way to select specific items to steal; but there are more entertaining methods detailed below.&lt;br /&gt;
&lt;br /&gt;
* Tearing down the [[trade depot]] while the merchants are there is the easiest way to seize all merchant goods at once.&lt;br /&gt;
&lt;br /&gt;
* Marking items for [[dump]]ing by cliсking on [[File:Dump option icon.png|30px]] on item or in stocks menu ({{key|k}}), or mass dump mode ({{key|i}}-{{key|p}}) then marking the entire depot, lets you relieve merchants of their goods. Just reclaim the items from your garbage dump [[zone]] later. You can even take clothing and equipment off merchant and guards this way.&lt;br /&gt;
&lt;br /&gt;
* You can make a wall around the merchants (and even the poor animals) and let them starve to death, letting you take whatever you want. Wait quite a while for them to starve. They will become [[Insanity|very angry]] if you do, so never open the door once they are on the brink of death.&lt;br /&gt;
&lt;br /&gt;
== Quantum stockpiles ==&lt;br /&gt;
{{main|Quantum stockpile}}&lt;br /&gt;
A quantum stockpile (QSP) allows you to store an infinite number of items in a single tile. QSPs can make for super efficient storage, allowing more compact fortresses, shorter hauling routes, more efficient manufacturing flows, and stocktaking at a glance by simply clicking on it.&lt;br /&gt;
&lt;br /&gt;
== Building destroyer door ==&lt;br /&gt;
Forbid something a dwarf is carrying as he goes through a door, and he'll drop it. The door won't close and won't stop any normal creature from going through, but building destroyers seem to stop in their tracks, waiting for it to close before moving on. Note: your civilians can pass the creature safely, but attacking it cancels your protection. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
== HFS's back door ==&lt;br /&gt;
{{main|Semi-molten rock#Tunnelling down through multiple layers of Semi-molten rock|l1=Semi-molten rock § Tunnelling down through multiple layers of Semi-molten rock}}&lt;br /&gt;
There's a convoluted way to dig down through [[semi-molten rock]] and evade the head-on encounter with [[hidden fun stuff]]. Doing this can enable you to, among other things, mine undiggable [[slade]] and duplicate rare minerals. See the page [[semi-molten rock]] for details.&lt;br /&gt;
&lt;br /&gt;
== Forgotten beast zoo ==&lt;br /&gt;
Wall off all the passageways into your lowest level at the outermost square of the map - except one, which leads to a little vestibule surrounded by fortifications. Wave hello to the various ungainly &amp;quot;[[forgotten beast]]s&amp;quot; which accumulate inside.&lt;br /&gt;
&lt;br /&gt;
Alternatively, by using a [[giant cave spider]] or web-spewing forgotten beast to place [[web]]s on cage traps you can capture and display non-web-spewing forgotten beasts, titans, and more. &lt;br /&gt;
&lt;br /&gt;
== Dwarven water reactor ==&lt;br /&gt;
{{main|Water wheel#Perpetual motion|l1=Water wheel § Perpetual motion}}&lt;br /&gt;
A [[screw pump]] requires 10 power to move water; a [[water wheel]] supplies 100 power if it's got water moving it. Arrange the former to feed the latter, while the latter powers the former, and you can get [[Water wheel#Perpetual motion|perpetual motion]] going - with a surplus of [[power]] available.&lt;br /&gt;
&lt;br /&gt;
== And we'll throw in the barrel or bag for free ==&lt;br /&gt;
On [[embark]], buying things which are stored in [[barrel]]s gets the barrel for free, with at most 10 items per barrel, so, for example, the 15 units of randomly chosen [[meat]] which come with the default supplies will get you two free barrels, one completely filled with 10 units of meat and one half filled with 5 units of meat; you get another two free barrels from the 15 units of randomly chosen [[Creature#Aquatic|fish]]. You can get rid of all of that food, then for the same cost select one unit each of meat from 30 different kinds of animals, giving you 30 free barrels instead of only 4, since each different kind of animal meat is put in its own barrel. Note that different types of meat from the same kind of animal goes into a single barrel, so choosing 1 yak brain + 1 yak eye + 1 yak spleen will get you only one free barrel instead of three.&lt;br /&gt;
&lt;br /&gt;
The same thing goes for things stored in [[bag]]s. Each unit of [[sand]] comes in its own bag, and since each unit of sand costs only 1 embark point while bags cost a minimum of 10 embark points each, you can get bags for ten times cheaper by buying sand, then [[dumping]] out the sand after embark.&lt;br /&gt;
&lt;br /&gt;
One down side is that all those containers then need to be individually hauled from the wagon to where ever you want them.&lt;br /&gt;
&lt;br /&gt;
== Infinite metal ==&lt;br /&gt;
Because one bar of metal produces 25 bolts, and a single bolt can be melted to 0.1 bars of metal, you can create unlimited adamantine wafers in your fortress using a [[Stupid_dwarf_trick#Bolt splitting operation|clever setup]] with marksdwarves to separate the stacks of adamantine bolts into single bolts. See this [http://www.bay12forums.com/smf/index.php?topic=51423.0 forum thread] for more details.&lt;br /&gt;
&lt;br /&gt;
Weapon traps filled with crossbows will be loaded with individual bolts (10 per crossbow). Bolts cannot be designated to melt while loaded in the trap. It requires deconstruction of the trap. The components will scatter on deconstruction so surrounding the trap with an ammo stockpile set to links only and using dfhack automelt can semi-automate the process. Any metal components of the trap may also be melted. &lt;br /&gt;
&lt;br /&gt;
Coins may also be split at a [[trade depot]] and melted down individually for up to a 50x return. Mint a stack of coins, then trade it to a caravan. You can then buy the stack back in pieces, and each individual smaller stack will melt and produce .1 bars. One bar produces 500 coins, but splitting it into stacks of 1 coin each would create 500 melt jobs, producing 50 bars in return. The process is discussed in greater detail, both with and without use of macros on this [http://www.bay12forums.com/smf/index.php?topic=111680.0 forum thread]. While potentially time-consuming, this new method both results in far more bars produced per stack (potentially a net profit of 49 bars instead of 1.5), and can duplicate any metal, not just military ones while simultaneously training your broker. Combined with a magma smelter and properly written macros, this method turns a smelter into a free metal generator. Those who are less patient may instead opt to simply melt the coin stacks immediately after they are minted - while this yields only a 10% gain, it is far less time-consuming. As of v50, this no longer works as coin stacks have to be bought back from the trader in full, as there is no option to buy back individual coins. However, melting a full stack of 500 coins will still produce 1.1 bars and can still be used to duplicate metal (including adamantine) as of v50.&lt;br /&gt;
&lt;br /&gt;
Recent dwarven !!SCIENCE!! has shown that certain visitors react badly to being trapped in a vault of treasure and can be used to [https://www.reddit.com/r/dwarffortress/comments/fql316/infinite_adamantine_using_elf_labor/ rapidly split stacks of coins]. Be careful what you wish for.&lt;br /&gt;
&lt;br /&gt;
For multiplying weapons/armor-grade metals, forging and melting giant axe blades, enormous corkscrews, menacing spikes, and leggings will yield a 50% gain per item; note that this does ''not'' work with adamantine, since adamantine goods require 3 times as many wafers, instead leading to a 70% loss per item.&lt;br /&gt;
&lt;br /&gt;
See the [[Melt item]] article for the best yields when melting down items made of mundane metals for the current version.&lt;br /&gt;
&lt;br /&gt;
== Quick trade goods ==&lt;br /&gt;
[[Bolt|Bolts]], having a high stack size and being affected by quality modifiers, make excellent trade goods when made by a highly trained woodcrafter or metalsmith. This is because quality adds a flat amount to ''each bolt'''s value, going as high as 375☼ on exceptional, and 750☼ on masterwork bolts, making even cheap wooden bolts a quick way of buying out caravans.&lt;br /&gt;
&lt;br /&gt;
[[Prepared meal]]s can be quick and valuable trade goods - purchase an abundance of raw food when the traders arrive, and set your [[kitchen]] to work cooking that food into lavish meals, then haul the stacks of meals back to the depot and trade them for whatever supplies you really want. The caravan will buy back meals composed of their own ingredients at 25x to 100x their initial value.&lt;br /&gt;
&lt;br /&gt;
Single task [[instruments]] can also be a very lucrative business, although glass instruments have lower gains.&lt;br /&gt;
&lt;br /&gt;
== Silk farm ==&lt;br /&gt;
{{main|Silk farming}}&lt;br /&gt;
A silk farm can serve as a safe and endless source of silk thread from [[giant cave spider]]s or other [[forgotten beast|web-spewing beasts]]. Its essence is a room with a &amp;quot;bait&amp;quot; creature separated from a web-spewing creature by fortifications. The webber will attempt to attack the &amp;quot;bait&amp;quot; by shooting [[web]]s through the fortifications. Weavers can collect the webs as silk thread and create silk cloth.&lt;br /&gt;
&lt;br /&gt;
== Dwarven road-dar ==&lt;br /&gt;
Dwarven radar is a handy way of checking for caverns and other special features using the [[farm plot]]s, paved [[road]]s, and [[activity zone]]s. Know where the caverns are before you designate your carefully planned, fully symmetric living quarters!&lt;br /&gt;
&lt;br /&gt;
For more details, see the [http://www.bay12forums.com/smf/index.php?topic=93694.0 forum thread].&lt;br /&gt;
&lt;br /&gt;
== Danger room ==&lt;br /&gt;
{{Main|Danger room}}&lt;br /&gt;
An [[Trap#Upright Spear/Spike|upright spike trap]] full of non-masterwork training spears (''not'' menacing spikes or metal spears, or even [[elf|elven]] wooden spears) is linked to a [[lever]], which is pulled repeatedly, and dwarves are stationed on the trap. The dwarves quickly learn how to dodge, block and parry these &amp;quot;attacks&amp;quot;, gaining [[combat skill]]s much more quickly than through normal [[training]], unless they die.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Coinstar room ==&lt;br /&gt;
{{Main|Danger room#Coinstar room|l1=Danger room § Coinstar room}}&lt;br /&gt;
A coinstar or popcorn room trains [[armor user]] skills via repeated (unblockable/undodgeable) impacts of various small objects such as [[coin]]s, [[seed]]s, [[sock]]s, [[leaves]], or other small, light objects. Channel a 1x2 trench (leaving ramps), and build two 1x1 '''retracting''' bridges on the bottom of the trench. Connect the bridges to a lever. Add coins (stacks of 15 or smaller are 100% safe) and dwarves.&lt;br /&gt;
&lt;br /&gt;
This exploit does not work in newer versions due to changes to damage propagation.{{version|0.43.04}}&lt;br /&gt;
&lt;br /&gt;
== Wildlife control ==&lt;br /&gt;
Wild animals will not spawn when a certain number of them are still present on the map (2 for default 4x4 embark, for larger sites it's higher). This works also for cavern creatures (each cavern independently), or even for roaming [[HFS]] denizens, and can be exploited to prevent new creatures from a particular layer from spawning. Capture enough wild creatures in [[cage trap]]s, and release them somewhere they couldn't escape from. As long as they're there, no more beasts will show up. Note that thieving and [[gremlin|mischievous]] creatures are an exception to this, as their arrival is timed and unaffected by the number of other wildlife.&lt;br /&gt;
&lt;br /&gt;
== Portable drain ==&lt;br /&gt;
Due to buggy [[minecart]] interactions, a minecart on a [[Minecart#Track_Stops|track stop]] set to dump into a wall tile will constantly fill and empty, removing large amounts of liquid from the game. This is generally much more convenient than digging a tunnel and carving a fortification at the edge of the map. The effect can be controlled by linking a [[lever]] to the track stop (or by adding/removing the minecart in some manner). The portable drain will only reduce the fluid in its tile to below the minimum necessary to fill the cart (6/7); the remaining fluid will need to be dealt with in some other fashion. &lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=154537.msg6657752#msg6657752 original forum post])&lt;br /&gt;
&lt;br /&gt;
== Dwarven rocket elevator  ==&lt;br /&gt;
By exploiting quirks in dwarven physics, minecarts can be accelerated without an external power source (beyond an initial push) to travel independently, or to ascend dozens of Z levels upwards very quickly. Details at [[Minecart#Impulse_ramps]].&lt;br /&gt;
&lt;br /&gt;
== Infinite layer stone without magma ==&lt;br /&gt;
&lt;br /&gt;
Constructed walls can be designated for both fortification carving and deconstruction. When the latter designation is completed, the former is kept. When the former is completed after that, stone floor becomes a natural stone fortification. This makes a cycle for infinite stone:&lt;br /&gt;
&lt;br /&gt;
Stone floor → Build Constructed Wall → Designate for removal and fortification carving → Deconstruct → Stone Floor (still designated as fortification) → Stone fortification → Dug out, stone floor + free stone boulder. (Disable engraving on all dwarves to delay the fortification carving.)&lt;br /&gt;
&lt;br /&gt;
The material used to construct the wall is reclaimed when it is deconstructed. Since mining doesn't always drop stone there is only a chance of getting stone from the fortification.&lt;br /&gt;
&lt;br /&gt;
Using this, one can also retrieve stone from surface boulders, though as deconstruction leaves behind layer stone it will not duplicate adamantine or anything else. Soil gets carved, but remains as a floor, thus providing no gain.&lt;br /&gt;
&lt;br /&gt;
([http://www.bay12forums.com/smf/index.php?topic=145317.msg8091746#msg8091746 Original forum post])&lt;br /&gt;
&lt;br /&gt;
== Alternate water purification methods ==&lt;br /&gt;
&lt;br /&gt;
Contamination in the form of salty or stagnant water is apparently unable to climb stairs.  Lacking the materials to build a screw pump, you can instead purify water by forcing it to pass through a vertical u-bend made of stairs.&lt;br /&gt;
&lt;br /&gt;
Flowing fresh water destroys stagnant water on contact, converting it into fresh water.  Oddly enough, flowing salt water also destroys stagnant water on contact, converting it to fresh water, so connecting your murky pools to the sea paradoxically provides clean drinking water.&lt;br /&gt;
&lt;br /&gt;
= Adventure mode exploits =&lt;br /&gt;
&lt;br /&gt;
== Urist McAdventurer the shield-wall ==&lt;br /&gt;
Adventurers are not limited in the number of items they can hold in their hands, allowing them to equip a virtually unlimited number of shields or bucklers with little effect to the adventurer's performance. This offers multiple chances to block attacks (vastly reducing the number that cause damage) and quickly trains up the shield user skill, further increasing the effectiveness of those shields. There is an indirect limit on how many shields you can equip based on how the total weight of your adventurer's items affects your speed, but the tradeoff between wearing a dozen (or more) shields is well worth the minor reduction in speed.&lt;br /&gt;
&lt;br /&gt;
This exploit was made more complicated due to the addition of the ability to holster/draw weapons and shields, which is needed for [[climber|climbing]] and to avoid hostility from local guards. While an infinite number of weapons or shields can be strapped to your body, only the first two such items will be drawn, requiring a free hand for each. Retrieving multiple shields after unequipping them requires manually drawing each individual shield.&lt;br /&gt;
&lt;br /&gt;
== Infinite drink ==&lt;br /&gt;
One's thirst can be quenched indefinitely by emptying a waterskin when you only have 1 unit of liquid left, and refilling it from the pool that forms; giving you 3 units of drink. This is especially useful if you managed to find alcohol and fill the waterskin with some, as alcohol never freezes in cold weather.  One can also make a potable pool of water, by emptying a waterskin containing saltwater.&lt;br /&gt;
&lt;br /&gt;
== Backpack of holding ==&lt;br /&gt;
In adventurer mode, if you try to pick something up while both your hands are already holding something, it'll go straight in your backpack, even if it would not have fit had you first picked it up and then tried to put it inside. That means you can stuff as much as you want into your backpack - it will still affect your weight and speed, however.&lt;br /&gt;
&lt;br /&gt;
== Pack adventurer ==&lt;br /&gt;
You could hold items of any weight, but they affect your speed - except when you're riding a mount. &lt;br /&gt;
&lt;br /&gt;
{{Category|Game}}&lt;br /&gt;
[[ru:Exploit]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stack&amp;diff=301513</id>
		<title>Stack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stack&amp;diff=301513"/>
		<updated>2024-05-16T21:33:06Z</updated>

		<summary type="html">&lt;p&gt;Lurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
(''Are you looking for information about [[Screw_pump#Pump_stack|pump stacks]]?)&lt;br /&gt;
&lt;br /&gt;
Some items can be stacked in order to take up less room. Items like crossbow [[bolts]], [[coins]], and [[bones]] are examples of stacks of solid objects. [[Alcohol|Booze]] is the most often encountered stack of a liquid item.&lt;br /&gt;
&lt;br /&gt;
It's not possible to combine different items of the same type into stacks.  For example, if you have two stacks of [[plump helmet]]s, each with a count of two, it's not possible to combine them into a single stack of four plump helmets.  Also, if you fire a single [[ammo|arrow]] from a stack of 30 arrows, you won't be able to put the fired arrow back into the original stack, and you'll eventually end up with 30 stacks of arrows, each containing just a single arrow.  The closest thing the game has to combining stacks is [[cooking]] meals: if you cook a lavish meal out of four stacks of food, each of size five, you'll end up with a single stack of twenty meals.&lt;br /&gt;
&lt;br /&gt;
==Identifying stacks==&lt;br /&gt;
Stacks of items are visible as an item name with a number in brackets next to it. For example, &amp;quot;Iron bolts[20]&amp;quot; is a stack of 20 iron [[crossbow]] bolts. A dwarf can pick up the entire stack and carry it, or a [[marksdwarf]] can remove a single bolt from the stack and fire it.&lt;br /&gt;
&lt;br /&gt;
For stacks of food or booze, a dwarf will eat or drink a single unit of food or booze at a sitting. The size of the stack does not affect how much the dwarf will consume.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Exploit#Infinite metal]] on how to split a stack and its benefits.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stack]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:New_features&amp;diff=301512</id>
		<title>Category talk:New features</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:New_features&amp;diff=301512"/>
		<updated>2024-05-16T21:02:28Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Created page with &amp;quot;Is there a reason there is no :Category:New in 0.50? --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a reason there is no [[:Category:New in 0.50]]? --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:02, 16 May 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:New_in_0.44.01&amp;diff=301511</id>
		<title>Category:New in 0.44.01</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:New_in_0.44.01&amp;diff=301511"/>
		<updated>2024-05-16T20:59:57Z</updated>

		<summary type="html">&lt;p&gt;Lurker: There is no reason to be highlighted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:New features]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:New_in_0.42.01&amp;diff=301510</id>
		<title>Category:New in 0.42.01</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:New_in_0.42.01&amp;diff=301510"/>
		<updated>2024-05-16T20:59:42Z</updated>

		<summary type="html">&lt;p&gt;Lurker: There is no reason to be highlighted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:New features]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strawberry&amp;diff=292439</id>
		<title>DF2014 Talk:Strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strawberry&amp;diff=292439"/>
		<updated>2023-03-15T09:02:51Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Seeds? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Seeds? ==&lt;br /&gt;
&lt;br /&gt;
I have an issue with strawberry seeds. I had a whole above-field of strawberries, then they were successfully harvested. After though, I only had 3 seeds which wilted. Now I am out of seeds for any above-ground crops. I don't have a food issue since I always directly go for the caverns and harvest them dry (I also didn't have above-ground trees despite having a green patch outside; after almost a decade in-game, I doubt they'll grow), but I want to diversify. How can I get some above-ground seeds? As it appears the traders don't have any. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 08:59, 15 March 2023 (UTC)&lt;br /&gt;
:Looking at the [[seed]]s article, it appears I must turn off cooking. I think the traders did came with some strawberries once. Maybe I'll recover them. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 09:02, 15 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strawberry&amp;diff=292438</id>
		<title>DF2014 Talk:Strawberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Strawberry&amp;diff=292438"/>
		<updated>2023-03-15T08:59:04Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Seeds? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Seeds? ==&lt;br /&gt;
&lt;br /&gt;
I have an issue with strawberry seeds. I had a whole above-field of strawberries, then they were successfully harvested. After though, I only had 3 seeds which wilted. Now I am out of seeds for any above-ground crops. I don't have a food issue since I always directly go for the caverns and harvest them dry (I also didn't have above-ground trees despite having a green patch outside; after almost a decade in-game, I doubt they'll grow), but I want to diversify. How can I get some above-ground seeds? As it appears the traders don't have any. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 08:59, 15 March 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lurker&amp;diff=267116</id>
		<title>User:Lurker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lurker&amp;diff=267116"/>
		<updated>2022-12-11T03:23:22Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Created page with &amp;quot;I am but a lurker and a gamer, in no particular order. I love Dwarf Fortress for the stories it has created and continues to create. On the same vein, I like strategy and sim...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am but a lurker and a gamer, in no particular order. I love Dwarf Fortress for the stories it has created and continues to create. On the same vein, I like strategy and sim games, such as Crusader Kings II, Stellaris, Starsector, Europa Universalis IV, Civilizations V &amp;amp; VI etc.&lt;br /&gt;
&lt;br /&gt;
On the forums: [http://www.bay12forums.com/smf/index.php?action=profile;u=95260 Lurker Z].&lt;br /&gt;
&lt;br /&gt;
On Fandom (former Wikia): [https://dflegends.fandom.com/wiki/User:Lurker_Z Lurker Z].&lt;br /&gt;
&lt;br /&gt;
Founder of Dwarf Fortress Legends Wiki(a) since 2013.&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=267090</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;diff=267090"/>
		<updated>2022-12-10T13:01:46Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Wiki logo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
# [[Talk:Main Page/archive2|Archive 2]]&lt;br /&gt;
# [[Talk:Main Page/archive3|Archive 3]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Thread links on Main Page ==&lt;br /&gt;
&lt;br /&gt;
Hi There - I'm relatively new to the DFwiki, and I noticed that some of the thread links on the Main Page don't work correctly. I logged in to try and edit the page, but when it wasn't an available option, I realized that it is probably restricted to administrators, given the 'please report vandalism' thing in the site announcements header.&lt;br /&gt;
&lt;br /&gt;
The Team17 forums have closed, so the Team17 link is a dead one.&lt;br /&gt;
The SomethingAwful.com forums link is behind a login wall, so I'm not sure if you would want to remove this as well? I believe that they do occasionally rotate forums (such as Games) to be available to non-logged in users though, so it would perhaps be available intermittently.&lt;br /&gt;
:*&amp;lt;s&amp;gt;[http://forum.team17.com/showthread.php?t{{=}}30824 Team17 Forum Thread]&amp;lt;/s&amp;gt;&lt;br /&gt;
:*&amp;lt;s&amp;gt;[http://forums.somethingawful.com/showthread.php?threadid{{=}}3466523 Something Awful]&amp;lt;/s&amp;gt;&lt;br /&gt;
:Agreed and removed. Thanks! --[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:02, 15 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
The Penny Arcade thread is also no longer available or at least incorrectly linked. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Ispil|Ispil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Removed. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:27, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
The dead links are back. [[Special:Contributions/88.195.209.206|88.195.209.206]] 15:04, 9 October 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fun Comic ==&lt;br /&gt;
&lt;br /&gt;
What happened to the Fun Comic at the Losing page?--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:22, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Weird. We had a problem with an image server a while back, so this may be related. I'll get Briess to check on it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:26, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Good to know (and to help). In case the file's lost, there's a crawl of it at the [https://web.archive.org/web/20130512135455/http://dwarffortresswiki.org/images/4/40/FunComic.png Internet Archive]. I also observed similar problems over at the [[Dwarf Fortress webcomics]] page.--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 21:29, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::[[:File:Comic df3.png]] doesn't have an edit history ([http://dwarffortresswiki.org/index.php?title=Comic_df3.png&amp;amp;action=history]), which usually means that it hasn't been uploaded, although that could be incorrect. Same for the rest of them, except [http://dwarffortresswiki.org/index.php?title=File:FunComic.png&amp;amp;action=history FunComic.png]. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:34, 23 January 2014 (UTC)&lt;br /&gt;
::::I'm rebuilding all the images now. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 21:54, 23 January 2014 (UTC)&lt;br /&gt;
::::The problem should now be fixed. It appears any time one of the webnodes loses a connection to the image server, it starts invalidating the images in question. I'll investigate ways to automatically rebuild the images when that happens. --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 22:02, 23 January 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Amount of double redirects or ''how to fix them?'' ==&lt;br /&gt;
&lt;br /&gt;
I come across several cases of double redirection which, as stated both here and in the rest of the wikiverse, are not a good thing to have.&lt;br /&gt;
&lt;br /&gt;
Recently I found about the [[Special:DoubleRedirects]] page. There are roughly 350 double redirects on the wiki. From experience here, they could be easily fixed, because most redirect to the alternate name of the page, instead of the proper page itself.&lt;br /&gt;
&lt;br /&gt;
As I've been adverted slightly due to a wrong fix I did I ask now if there are a set of guidelines, particularly because of the namespace usage here, that are or can be used to begin a duplicate removal process (which as stated, would be a mostly trivial thing to do, albeit costly in time).--[[User:Doktoro Reichard|Doktoro Reichard]] ([[User talk:Doktoro Reichard|talk]]) 17:15, 6 February 2014 (UTC)&lt;br /&gt;
*Originally, the policy was to deliberately use double redirects when going from the global namespace to version-specific namespaces and then to specific articles within those namespaces (e.g. &amp;quot;Green glass&amp;quot; -&amp;gt; &amp;quot;DF2012:Green glass&amp;quot; -&amp;gt; &amp;quot;DF2012:Glass&amp;quot;) to avoid problems when new pages were created (e.g. if &amp;quot;Green glass&amp;quot; redirected straight to &amp;quot;DF2012:Glass&amp;quot; and somebody created &amp;quot;DF2012:Green glass&amp;quot; as full page, then &amp;quot;Green glass&amp;quot; wouldn't redirect to it properly). I don't know what the actual policies are anymore, though - perhaps one of the admins can chime in with more information. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 18:08, 6 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::That actually doesn't work. I moved the grazer information to the grazer article last week, and, until it was fixed today, [[main:grazer]] was still linking to [[DF2012:pasture]]. It appears the wiki software is caching the double redirect, so it behaves similarly to an un-updated single redirect. Sure the errant redirect can be fixed, but so can a single redirect. In some regards the double redirect is worse, because everything looks correct, yet it doesn't work. The underlying fact is that the wiki software was not intended to support double redirects, and it does so poorly at best. The current policy is available at [[DF:REDIR]], though it isn't set in stone.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 20:21, 6 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:For now, I only recommend changing double redirects to point directly to the destination page ''if they don't work''. They ''should'' all work, but some of them don't and there isn't a single, definitive reason we've found yet. Basically, feel free to change non-working double redirects, but you don't need to go through the list and change all 350 of them. (This wiki is actually set up to allow up to 10 consecutive redirects, unlike most [[wikipedia:WMF|WMF]] wikis, but since that feature isn't used by many wikis it tends not to be perfect.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:38, 6 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
==  Main Page New Version ==&lt;br /&gt;
&lt;br /&gt;
Toady has announced the new version is due around the beginning of July 2014 (which is pretty soon).  This is as big as DF news gets.  There should be an announcement and link on the front page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:‎67.170.60.84|‎67.170.60.84]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:What exactly are you suggesting? Aside from a wiki-specific announcement regarding migrating the wiki to the new namespace, I don't see a reason to announce the upcoming release here – anyone who reads the devlog or forums already knows, and very few of those who don't would check the main page of this wiki regularly instead. Also, what link are you referring to (devlog, Bay 12 report)? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:10, 21 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raw errors ==&lt;br /&gt;
&lt;br /&gt;
There is something up with the raws for a few of the trees:&lt;br /&gt;
*[[DF2014:Alder/raw]]&lt;br /&gt;
*[[DF2014:Ash (tree)/raw]]&lt;br /&gt;
It appears to be spill over from the previous entry. Any idea how to fix this? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 03:25, 15 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is actually intentional, since comments (i.e. non-raw text) in the raws usually refer to the raws following them (see most creature pages). It shouldn't be affecting the templates that look up information from the raws, but let me know if it is. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:59, 22 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Object Testing Arena:  Helmet Snake ==&lt;br /&gt;
&lt;br /&gt;
For some reason I cant spawn them in Object testing arena. When I was looking through Syndromes I came across it and saw how many effects it has and thought I might have some fun with it. When I searched for it, it didn't show up? Can someone help me with this problem Thank you.&lt;br /&gt;
&lt;br /&gt;
== Put Japanese language wiki on sidebar ==&lt;br /&gt;
&lt;br /&gt;
Can't seem to figure out how to do it myself. [http://dwarffortress.if.land.to/ link to the wiki.] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 12:04, 4 March 2015 (UTC)&lt;br /&gt;
:Do you mean an [https://www.mediawiki.org/wiki/Manual:Interwiki interwiki] link? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:47, 7 March 2015 (UTC)&lt;br /&gt;
::Can't really see what else I would mean. We have the french and russian one up there, why not the japanese? [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 04:26, 19 March 2015 (UTC)&lt;br /&gt;
:::It requires database access, apparently, which I don't have. Aside from installing or putting together an extension to handle this (which I plan to do eventually), [[User:Briess]] is who you should ask. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:57, 22 March 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: this has been added. You can use the &amp;quot;ja&amp;quot; prefix for interwiki links. See https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 for an example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sidebar ad format breaks Webkit ==&lt;br /&gt;
&lt;br /&gt;
I have the site loaded up on my WiiU, which uses Webkit as the rendering engine, and I noticed a small issue with the positioning of the sidebar ad. I have div#p-googleadsense.portal at 160px by 655px, right on the edge of the screen. The div.body just inside is 140px by 611px, slightly smaller. However, the ins#aswitf_1_expand inside ''that'' is 160px by 600px - 20px wider than the div.body (but the same width as the .portal). This wouldn't be an issue if the ad was right on the edge of the screen, but the div.body has padding specified for 0.5em above, and 1.25em to the left (using the div#mw-panel CSS). My suggestion for fixing would be to force the ad's div.body to use no left margin (forcing this results in a fixed display until another page is loaded), but this requires a modification to the Wiki's core. In any case, just pointing this out so it could hopefully get fixed at some point. [[Special:Contributions/104.172.191.147|104.172.191.147]] 20:05, 18 April 2015 (UTC)&lt;br /&gt;
: Thanks, we'll look into it as part of the upgrade we're doing to the core installation! --[[User:Briess|Briess]] ([[User talk:Briess|talk]]) 03:44, 30 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New sidebar link: Random page in current namespace ==&lt;br /&gt;
&lt;br /&gt;
I have a feature request/suggestion for a new link on the main left sidebar: '''Random page in current namespace'''.   Would (at this time) link to: http://dfweb4.dwarffortresswiki.org/index.php/Special:Random/DF2014  (unless there's a Special:Random/&amp;lt;token&amp;gt; that always means the latest NS, which would be better.)&lt;br /&gt;
&lt;br /&gt;
I sometimes want to just browse through random pages, hoping to come across something interesting I'd not seen before/not thought to search for.  &lt;br /&gt;
&lt;br /&gt;
Random page is not much help because it is more likely to return pages for old versions than the current.  I can go to Random by namespace and click DF2014, but then if I want to keep going through random pages I have to keep hitting back and clicking it again, or make my own bookmark to that link. &lt;br /&gt;
&lt;br /&gt;
It's a small thing but it would be quite handy if there was a link dedicated to Random in the current NS.&lt;br /&gt;
&lt;br /&gt;
[[User:TheBloke|TheBloke]] ([[User talk:TheBloke|talk]]) 13:25, 13 December 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== German forum link dead ==&lt;br /&gt;
&lt;br /&gt;
Under ''Forums'' there is a link to http://www.dwarffortressforum.de/ – however, one gets redirected to http://www.indiegameforum.de/ which yields a “forum not available” message. I suggest to simply remove the link. (I have no edit rights on the main page.) --[[User:Keba|Keba]] ([[User talk:Keba|talk]]) 15:19, 5 January 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DFFD New address ==&lt;br /&gt;
&lt;br /&gt;
DFFD address should maybe be updated to http://dffd.bay12games.com/&lt;br /&gt;
--[[Special:Contributions/88.195.209.206|88.195.209.206]] 10:02, 10 January 2016 (UTC)&lt;br /&gt;
:Updated. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 21:39, 25 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can someone fix the spelling ==&lt;br /&gt;
&lt;br /&gt;
It's &amp;quot;dependency&amp;quot; not &amp;quot;dependancy&amp;quot;. [[User:Mocha2007|Mocha2007]] ([[User talk:Mocha2007|talk]]) 20:38, 19 September 2016 (UTC)&lt;br /&gt;
:Fixed --[[User:Rriegs|Rriegs]] ([[User talk:Rriegs|talk]]) 20:47, 19 September 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== B12G Discord ==&lt;br /&gt;
&lt;br /&gt;
Hey, guys, can we have this Discord link added: https://discord.gg/sEeK7kX&lt;br /&gt;
&lt;br /&gt;
It's a general B12G chat with a focus on Dwarf Fortress.&lt;br /&gt;
--[[User:Shub-Nullgurath|Shub-Nullgurath]] ([[User talk:Shub-Nullgurath|talk]]) 22:12, 1 April 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How to create a new language page? ==&lt;br /&gt;
&lt;br /&gt;
I've just seen one dwarf requesting a Japanese page.&lt;br /&gt;
&lt;br /&gt;
If possible, I'll gladly translate this wiki into Korean. Korea is relatively a small country so the language is not that widely used, but surely there are some players, I guess.&lt;br /&gt;
&lt;br /&gt;
I don't know where to ask about this :9&lt;br /&gt;
&lt;br /&gt;
== Free SSL Certificate ==&lt;br /&gt;
&lt;br /&gt;
If the operators want to re-enable https, they can get a free (as in beer) certificate from https://letsencrypt.org/ . Instructions are on that site and it's very easy.&lt;br /&gt;
:HTTPS is enabled now as of the June 2019 upgrades. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:53, 3 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord ==&lt;br /&gt;
&lt;br /&gt;
I notice there's a Discord on this page.  But shouldn't it be the Kitfox Games Discord, since that's the only official Discord for Dwarf Fortress?&lt;br /&gt;
&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 13:43, 12 February 2020 (UTC)&lt;br /&gt;
;I wasn't aware of it. If that is the case, then it should probably be added to the page. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 16:03, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yeah, the only reason there is one at all is because somebody added some random one. I changed it to the only DF discord I knew of at the time. The only way I've now been able to find it is to search for 'Kitfox Games discord'. It's not listed on the bay12 links page, a forum thread, the reddit, or the Steam pages. Anyway, I've DMed Victoria on the KitfoxGames discord to make sure they're OK with adding the invite to this page. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 20:08, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
...Sorry, is it too late for this? I mean, while we're still discussing this, it looks like [https://dwarffortresswiki.org/index.php/Talk:Main_Page#B12G_Discord someone else got left behind as well]. Add, or not? [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 22:21, 12 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm not sure what you were trying to link to. Do you mean this: http://www.bay12forums.com/smf/index.php?topic=163555.0 Note that the thread was locked because of drama. There's a lot of red flags: the drama, despite using the name Bay12Games it never uses the word 'unofficial', the rules channel posts are from a deleted user, the announcements channel hasn't updated in well over a year, many channels haven't been active in months. I'm not so much saying no, but I am asking: should it be linked?&lt;br /&gt;
&lt;br /&gt;
There's also this: http://www.bay12forums.com/smf/index.php?topic=157332.0 But that invite is invalid. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 02:35, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ah, it's a ''dead'' discord. I see now. There was just no response to the April '17 topic, I stumbled across it all and got curious. No, I don't think it should be linked.  Thanks for the analysis, anyway! [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:44, 13 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Multithreading]] ==&lt;br /&gt;
&lt;br /&gt;
Would it be OK to create [[Multithreading]] page describing why (preferably with citations)&lt;br /&gt;
* even perfectly implemented boost would not be significant&lt;br /&gt;
* multithreading is not something that can be bolted on complex program&lt;br /&gt;
* DF is complicated case where taking advantage of multithreading is not obvious http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
* DF is filled with many gamebreaking bugs unfixed for many years,  multithreading bugs are unusually awful to fix&lt;br /&gt;
* author of DF has minimal experiences with multithreading&lt;br /&gt;
* writing multithreaded code is hard&lt;br /&gt;
* writing correct multithreaded code is awfully hard&lt;br /&gt;
* fixing bugs in a multithreaded code is nightmare&lt;br /&gt;
&lt;br /&gt;
and multithreading is not going to happen, ever&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=34311.msg7833713#msg7833713&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=107833.0&lt;br /&gt;
https://bholley.net/blog/2015/must-be-this-tall-to-write-multi-threaded-code.html + “At Mozilla, there is a sign on the wall behind one of our engineer’s desks. The sign has a dark horizontal line, below which is the text, ‘You must be this tall to write multi-threaded code.’ The line is roughly nine feet off the ground. We created Rust to allow us to lower that sign.” http://www.oreilly.com/programming/free/files/why-rust.pdf&lt;br /&gt;
&lt;br /&gt;
[[User:Mko|Mko]] ([[User talk:Mko|talk]]) 03:07, 28 March 2020 (UTC)&lt;br /&gt;
:I disagree with some of your talking points&lt;br /&gt;
:* In DF each AI actor makes its own decisions, the computations can be done in parallel for an ncores speedup&lt;br /&gt;
:* This parallelism should be built into the lowest design levels of the program, it can be done in a DF-like program&lt;br /&gt;
:* With training and experience a good developer can write and debug multithreaded code.&lt;br /&gt;
:I agree that multithreading is unlikely to be done in DF; It can not easily be bolted on and I rather see the developer spend time on game-play.&lt;br /&gt;
:Is it worth to create a wiki page for what is essentially a one line explanation?&lt;br /&gt;
:--[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 18:40, 31 March 2020 (UTC)&lt;br /&gt;
::We would essentially be writing a page about a thing that doesn't matter to Dwarf Fortress. I can't agree to the existence of a page that's basically &amp;quot;This subject doesn't exist in the context of the game but here's the reasons why it should or shouldn't&amp;quot;. This is better reserved for forum discussion, not a wiki. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 12:54, 1 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Discord II ==&lt;br /&gt;
&lt;br /&gt;
Good morning.&lt;br /&gt;
&lt;br /&gt;
I was confiding with some friends, who had alerted me to the &amp;quot;Unofficial Bay 12 Discord&amp;quot; posted on this Wiki.  Simply put, allegations of the use of ableist slurs were thrown, as well as screenshot evidence of using hard racist slurs against people of colour.&lt;br /&gt;
&lt;br /&gt;
I feel that the Unofficial Discord should hereby be removed from the social media part of the website for the following reasons:&lt;br /&gt;
* No official connection to Bay 12 or the publishers [and, by extension, every non-Bay12 forum should be removed - especially dead ones]&lt;br /&gt;
* This unofficial Discord is actively opposed to the standpoints that Toady One and Threetoe have posted on the bay12games site over the recent days.&lt;br /&gt;
* This unofficial Discord uses slurs and other problematic language that actively harms the image of the Dwarf Fortress community&lt;br /&gt;
* This unofficial Discord will likely make it so that people steer away from the game.&lt;br /&gt;
&lt;br /&gt;
I do not feel comfortable with the Wiki platforming a known racist Discord server, as that is de facto support of the messages of that server.&lt;br /&gt;
[[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:02, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Update: Apparently, this same Discord has been banned from the r/dwarffortress subreddit for as long as one of the mods can remember, and the link to it was banned on the official Kitfox Discord as well.  I can post the screenshots I have of actively problematic behaviour on this Discord but I will not do it unless necessary, as the contents are alarming like that which will not be named.  [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:10, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've removed the link. Safe to say, we don't need the wiki to be associated with this sort of people. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 21:58, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The &amp;quot;Unofficial Bay 12 Discord&amp;quot; was already not linked on the main page - the only place it was mentioned is this talk page. Are you talking about that one or the Unofficial Dwarf Fortress Discord that is linked on the main page? The latter does have it's #elfposting channel, but that channel is initially hidden, opt-in only, and clearly labelled as a lawless zone. For an analogy, there are many very awful subreddits, but we still link to reddit - (yeah that's a little different but not much). Otherwise the unofficial DF discord is well modded and such behavior is not allowed in other channels. So, are you certain which discord/channel the screenshots came from? [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 22:29, 21 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Since there's some confusion, AlastríonaCatskill, could you confirm and/or provide some evidence that following the link that was on the main page (removed in [https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=253449&amp;amp;oldid=251109]) takes you to the discord that you were referring to? The only reference I can find to a discord removed from the /r/dwarffortress sidebar is for a different discord, not the one that was linked on the main page (although it's possible that just the invite link was different). I just want to make sure that we're removing the right one here. If you have anything that you don't want to share publicly, you can PM me on the forums (same username) or [[Special:EmailUser/Lethosor|email me]] through the wiki, which I think is working. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:45, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:@Lethosor, I have emailed you the relevant images via the link you had created.  The Discord that was on the main page and removed today is indeed what was being referred to, especially with the confirmation of the #elfposting channel being from said Discord.  In my opinion, @Ziusudra, the inclusion of a problematic part of that community, even as opt-in, is unacceptable in my book for a community to be platformed on this Wiki. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 03:26, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hello, I am the owner of the Unofficial Dwarf Fortress discord. I just want to clear a few things up and open a channel of communication.&lt;br /&gt;
Several years ago, the original owner of the discord left, in no small part due to all the sexism and racism and such.&lt;br /&gt;
After a few days of an having an interim owner, it was given to another user, who onboarded several users as admins, including me.&lt;br /&gt;
The new owner tried a lot to curb terrible stuff on the server, however this often lead to drama.&lt;br /&gt;
&lt;br /&gt;
The r/dwarffortress delisting happened after some of that drama spawned a new discord with a more &amp;quot;free speech&amp;quot; orientation,&lt;br /&gt;
things spilling over to the forums and other places. Some time after that, she left the server to me, due to the amount of&lt;br /&gt;
stress running that place caused her. When I took over I also tried to make it a better place, but with slower and subtler&lt;br /&gt;
methods that wouldn't spark drama. Completely disallowing some behaviour outside of #elfposting was part of that,&lt;br /&gt;
and later making that channel hidden by default was another. Now, the discord is much much better to be in&lt;br /&gt;
than it ever was before, though it still has major flaws. I don't like #elfposting at all myself, but I don't rule with an iron fist nor &lt;br /&gt;
do I know what much I can do without sparking massive drama again. Since April this year I have had some plans to make the discord&lt;br /&gt;
quite a bit better, however some of my mods have been against it in part due to feeling it would cause bigger problems&lt;br /&gt;
(though, as you probably know, some of them participate in #elfposting).&lt;br /&gt;
With recent events, both within and outside the DF community, we have decided to move ahead, every mod on board,&lt;br /&gt;
with some plans including phasing out the #elfposting channel in a way which will not create large issues for moderation.&lt;br /&gt;
It will be fully gone within one (1) week of now.&lt;br /&gt;
&lt;br /&gt;
Also, I am a tad annoyed that you posted about this here but completely neglected contacting us. In the future, could you&lt;br /&gt;
please contact me or one of my mods when you have any concerns about the server? I really do care about these things and we need feedback.&lt;br /&gt;
&amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 10:32, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for replying here Lonjil.  Unfortunately, I cannot trust your take on this matter for several reasons.&lt;br /&gt;
: # One of the moderators has an anti-semitic stereotype profile picture&lt;br /&gt;
: # Even if the only place of no censorship is the elfposting channel, and even if it is opt-in, the complete chaos of racist slurs allowed there is completely unacceptable for minority players and an extremely toxic environment.  There have been instances of straight hate speech on the channel / server as well, suggesting to kill people of colour and LGBTQIAA+ people.&lt;br /&gt;
: In short, the toxicity of your Discord's community makes it not just uncomfortable, but downright dangerous for minority people playing Dwarf Fortress.  As Tarn and Zach have made liberal-to-leftist political views in the past, the chances of minorities to play the game is higher - and I wouldn't want to be a person of colour signing up for a shitposting channel to only be met with over 10,000 instances of the hard-n word being used. The Discord should remain off of the Wiki until things shape up and all instances of hate speech be purged from server history.  Personally I would rather all non-official channels of communication be removed from the page, period, but that is a less pressing discussion than active hatred of minorities being platformed on the Wiki via your unofficial Discord. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:30, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Small edit / follow-up to my previous message.  My friend tells me that elfposting is the most commonly used channel, which goes to show the level of hatred allowed into the community.  It may be best to remove the channel in entirety, and make a new meme channel with no hate speech allowed. [[User:AlastríonaCatskill|AlastríonaCatskill]] ([[User talk:AlastríonaCatskill|talk]]) 12:33, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: The admin you are referring to is a jew, who lives in Israel. I prefer to not police people of other ethnicities when it comes to negative stereotypes and such of themselves, they know what they are comfortable with far better than I ever could.&lt;br /&gt;
&lt;br /&gt;
::: Elfposting is not, by any reasonable measure, the most used channel. It has fewer users than any other channel. It has a fair number of messages, but only because there is no rule against spamming in there. So, nearly all of it is spam, which was the point of the channel to begin with.&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;It may be best to remove the channel in entirety&amp;quot; this is exactly what is happening, as I already said. We're giving the channel regulars a few days to hear the news, but then the channel will be gone. We already have a more pleasant meme channel from an experiment we did in April, which we are bringing back. &amp;amp;mdash;[[User:Lonjil|Lonjil]] ([[User talk:Lonjil|talk]]) 13:57, 22 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Hi all - thanks for keeping this discussion civil. I've been investigating the policies of other DF communities, and I've come to the conclusion that it would be best for the wiki to only link to the official DF Discord (Kitfox). I'll also make a pass through the other sites linked on the main page. I'm sorry to those of you working hard to maintain Discords and other unofficial communities out there - I know it's difficult, and I don't want to judge your communities without being a part of them. However, there will always be debates like these about whether a community deserves to be linked from a more &amp;quot;official&amp;quot; place, like the wiki, and no matter where we draw the line(s), people will be upset. The policy of only linking to the Kitfox Discord seems to have worked for other communities, which is why I'm applying it here. I would be happy to have a broader discussion at [[DF:Centralized Discussion]] if anyone wants to. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:48, 23 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Put Chinese language wiki on other Languages ==&lt;br /&gt;
Found it on Internet([http://cdf.wikidot.com/start]) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:45.58.187.66|45.58.187.66]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:I added a link to it. I'm not sure what the process is for adding interwiki link support (support for links to pages in the sidebar, like how [[DF2014:Cat]] links to http://dfwk.ru/Cat) but I can look into that too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:40, 19 August 2020 (UTC)&lt;br /&gt;
::Hello! I'm the admin of [https://dfzh.huijiwiki.com/ Chinese Dwarf Fortress wiki], and I've previous put its link on the main page. We've now enabled interwiki link from our site to English site, and we wish to get one back from English site to CN site as well. Hope that is possible, and thanks so much! The URL for our site should be: &amp;lt;code&amp;gt;https://dfzh.huijiwiki.com/wiki/$1&amp;lt;/code&amp;gt; [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:26, 1 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Added. Prefix is &amp;quot;zh&amp;quot;, for example: https://dwarffortresswiki.org/index.php?title=Main_Page&amp;amp;diff=266849&amp;amp;oldid=266730 &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:45, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Villains Wiki ==&lt;br /&gt;
&lt;br /&gt;
To started putting some creatures on the Villains Wiki, because I want to spread the word of Dwarf Fortress around, and these creatures fit the theme of the wiki anyway. Here's an example page, and the template of all pages:&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Goblins_(Dwarf_Fortress) Villains - Goblins]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://villains.fandom.com/wiki/Template:Dwarf_Fortress_Villains Villains - Template of DF Villains]&lt;br /&gt;
&lt;br /&gt;
If anyone could add more info to those pages, or think more creatures should be on that wiki, please let me know. Or you could add it yourself. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:37, 9 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Replace Chinese Wiki with the new one on Fandom ==&lt;br /&gt;
&lt;br /&gt;
The previous Chinese wiki on wikidot seems to be inactive for a long time, with its main page refers to the download link of v0.44.10, and most pages are never updated even earlier than that version. Recently we are working on a new site on Fandom ([https://dwarf-fortress.fandom.com/zh]), trying to keep everything up to date. Wish to replace the links on dwarffortresswiki's main page and the sidebar link (inter-language link) with the one at Fandom, so that more people may get to the right place and join us. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 04:16, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I've added the link of Fandom site onto the main page, without removing the previous one. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 11:09, 12 May 2022 (UTC)&lt;br /&gt;
:We've migrated Chinese Wiki to huijiwiki.com, which is now shown on Main Page. [[User:Xjtu-blacksmith|xjtu-blacksmith 黑山雁]] ([[User talk:Xjtu-blacksmith|talk]]) 07:41, 29 May 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Added. The &amp;quot;zh&amp;quot; prefix should work for links. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 28 November 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''2022-04-15 BlueManedHawk . . (8,594 bytes) (-135)‎ . . (The Kitfox Games discord server has an unethical code of law. I don't think the wiki should be supporting it.)''&lt;br /&gt;
&lt;br /&gt;
''2022-04-15 Ziusudra . . (8,729 bytes) (+135)‎ . . (Undo revision 263652 by BlueManedHawk[:] please discuss changes such as this on the talk page first) (Tag: Undo)''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alright, I can do that.&lt;br /&gt;
&lt;br /&gt;
The Kitfox Games discord server has a code of law that contains the following immoralities:&lt;br /&gt;
&lt;br /&gt;
:- Is very vague and nebulous, allowing the moderators to exploit the vagueness to be able to do very different things in similar circumstances in alignment with their biases.  (Not that they do that, but the fact that it's possible is concerning.)&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Contains a &amp;quot;These rules are subject to common sense.&amp;quot; clause, essentially meaning that the moderators are able to do whatever they want and hide it behind the barrier of &amp;quot;common sense&amp;quot;.  This goes completely against the point of the concept of rules in the first place as a promise from those in power in regards to what they will and will not do.&amp;lt;br/&amp;gt;&lt;br /&gt;
:- Allows for infinite punishment.&lt;br /&gt;
&lt;br /&gt;
That last one could do with a bit of explaining.  Let us begin with the premise that the punishment for a crime should be proportional to the severity of the crime.  I think we can all agree on this.  Therefore, an infinite punishment should only ever be given for an infinite crime.  However, humans are not infallible.  People make mistakes.  And this means that if a court of law is able to administer an infinite punishment, they run the risk of accidentally giving somebody an infinite punishment that they do not deserve.  This, I think we can all agree, is unnacceptable.  Therefore, infinite punishment cannot every be administered ethically.&lt;br /&gt;
&lt;br /&gt;
I hope that this explains why I want the link to the Kitfox games discord removed.&lt;br /&gt;
&lt;br /&gt;
Regards,&lt;br /&gt;
&lt;br /&gt;
—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 22:29, 15 April 2022 (UTC)&lt;br /&gt;
:* Their rules are not vague or nebulous, they even give examples of what the rules cover. Of all the discords I am on, their rules are some of the most detailed.&lt;br /&gt;
:* The &amp;quot;''depending on the action and our judgement''&amp;quot; is quite similar to the &amp;quot;''depending on how disruptive you were and your prior history''&amp;quot; found in the DF forum rules, and is pretty standard social media boilerplate and is itself common sense.&lt;br /&gt;
:* Their rules state &amp;quot;''Breaking these rules will result in a warning or ban''&amp;quot;, which is not at all &amp;quot;''infinite punishment''&amp;quot;, and is again quite similar to the &amp;quot;''If you violate the guidelines, you will be warned, muted for a period of days, or banned completely''&amp;quot; on the forums. It's not like they can keep anyone from playing the game or interacting with the other communities.&lt;br /&gt;
: Your referring to their rules as &amp;quot;code of law&amp;quot; is hyperbolic. Their rules are quite similar to the rules of the forum. So, I disagree and think the link should stay. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:13, 15 April 2022 (UTC)&lt;br /&gt;
::* The rules are pretty vague.  Examples aren't enough.  A strict, clear, unambiguous definition is necessary to prevent abuse.&lt;br /&gt;
::* While it is true that their clause is ''normal'', that doesn't mean it's ''right''.&lt;br /&gt;
::* The explanation of bans doesn't explain how long the bans will last.  Since there's nothing explicitly stating that infinite punishment won't be given, and since &amp;quot;ban&amp;quot; by itself generally refers to a permanent ban, I think that it's allowing infinite punishment.&lt;br /&gt;
::* I'm not sure how the term &amp;quot;code of law&amp;quot; is hyperbolic.  I use the term synonymously with &amp;quot;set of rules&amp;quot;.&lt;br /&gt;
::* I can't seem to find a code of law for the forums.  However, if what you said is true, then clearly we should also remove the link to the forums.&lt;br /&gt;
::&lt;br /&gt;
:: Regards,&lt;br /&gt;
::&lt;br /&gt;
:: —[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 02:59, 16 April 2022 (UTC)&lt;br /&gt;
::: http://www.bay12forums.com/smf/index.php?topic=27009 It's linked in the header at the top of every forum page, though if the header is collapsed you won't see it.&lt;br /&gt;
::: Unambiguous rules are technically impossible since human behavior is limitless. That's why we hav judges for actual laws - even society's strictest laws need a human adjudicator. Then, even with &amp;quot;permanent bans&amp;quot;, both Kitfox and Bay12 hav public email addresses and twitter accounts which can be used to petition to hav a ban removed.&lt;br /&gt;
::: Finally, suggesting the removal of the links to the official forums for the game this wiki is dedicated to is unreasonable, to the point of making me wonder if you're trolling. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:59, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I agree with Ziusudra. More broadly, I think we should keep links to &amp;quot;official&amp;quot; DF channels, and Kitfox is a DF publisher. If a potential for &amp;quot;infinite punishment&amp;quot; warrants removing links to the offending site, then by your logic, we should remove all links to the wiki from the wiki because users here have been banned permanently. That has been done based on the best judgement of the people who volunteer their time to run the wiki and has been open to appeals, and I expect other channels are similar. I'm not interested in entertaining this argument here. If you have specific issues with a specific external site, I suggest that you get in touch with the moderators there instead. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 05:34, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Hello.&lt;br /&gt;
&lt;br /&gt;
:::::As I mentioned below, the DFWiki is in a position of power, and by removing the link to them, we can potentially force their hand into making their code of law more moral.  On the other hand, keeping the link there could potentially be seen as supporting their immoral behavior, tarnishing the reputation of the site.  This is why I brought up my issues with an external site onto this one:  because these issues also affect it.&lt;br /&gt;
&lt;br /&gt;
:::::It is true that by my logic, the DFwiki is operating immorally.  However, I would like to mention that ''you are in a position of power on the wiki'', Lethosor.  I would think that you have the ability to change the Wiki's code of law to be more moral.  You have the choice to make the wiki a better place, and I advise that you take it.&lt;br /&gt;
&lt;br /&gt;
:::::Regards,&lt;br /&gt;
&lt;br /&gt;
:::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Hello.&lt;br /&gt;
&lt;br /&gt;
::::* I don't know which header you're referring to—wherever it is, it seems to not be there for me.  Regardless, I thank you for clarifying which guidelines you were referring to.&lt;br /&gt;
::::* Unambiguous rules are largely impossible because nobody has yet created an unambiguous language.  However, that doesn't mean that we shouldn't still seek to get as close to unambiguous as possible when constructing a code of law.&lt;br /&gt;
::::* Claiming that the bans are transient because it's possible to appeal them is optimistic, and while there is a place for optimism, this is not it.  Any potential that a legal system has for corruption is one that we cannot assume will not be used, and often, corruption begets corruption, continuing the cycle until a revolution happens.&lt;br /&gt;
::::* Being a central repository of knowledge on DF, the DFwiki is in a position of power.  If we do remove the link to the Kitfox discord under the condition that they make their code of law more moral, then we can theoretically force their hand, maybe.  There is, of course, a risk to this, and this should be deliberated before a decision is made.&lt;br /&gt;
::::* I am not a troll.  Why does everybody keep thinking that?&lt;br /&gt;
&lt;br /&gt;
::::Regards,&lt;br /&gt;
&lt;br /&gt;
::::—[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 06:22, 16 April 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Advertisements problem ==&lt;br /&gt;
&lt;br /&gt;
One of the full-page advertisements(a pop-up that obscures the whole page) had what looked like a &amp;quot;close&amp;quot; button, but it just tried to redirect me to another page.&lt;br /&gt;
Full page advertisments aren't untoward but like, web elements that say 'close' are expected to do what they say, otherwise it's intercepting clicks. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Eerr|Eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Do you have a screenshot of the offending ad, or can you take one if it happens again? My understanding is that that is something we (admins) don't have control over, but we can report misleading ads to Google. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 03:09, 2 June 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kitfox Discord (again) ==&lt;br /&gt;
&lt;br /&gt;
Hi.  I'm again requesting the removal of the link to the Kitfox discord server for only two reasons this time:  the code of law gives infinite power to the moderators, and the criminal justice system uses punishment to deal with criminals.  These are obviously both immoral, and until the server fixes these issues, the DF wiki ought to remove the link so as not to seem to be promoting them.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:45, 15 September 2022 (UTC)&lt;br /&gt;
:And again, I don't support removing the official publisher's discord just because you think that there is some thing wrong with their completely normal and reasonable moderation practices, none of which involves &amp;quot;infinite power&amp;quot;, &amp;quot;punishment&amp;quot;, &amp;quot;criminals&amp;quot;, or other such hyperbole. Banning is not &amp;quot;punishment&amp;quot;, it is protection of the community from those that act to harm it, nor is it &amp;quot;infinite power&amp;quot; since all it does is keep those rule breakers off one discord server and nothing else. All of which also happens on both the Bay12 Forums and this very wiki, both of which, by your logic, you should immediately stop using lest you appear to be promoting them. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:45, 16 September 2022 (UTC)&lt;br /&gt;
::Normalizing of horribly unethical practices is not okay.  I do not think it is hyperbole to use the terms &amp;quot;infinite power, &amp;quot;punishment&amp;quot;, and &amp;quot;criminals&amp;quot;.  The server is a jurisdiction like any other, and it should be held to the same standards of morality as any other—this includes not using punishment as a means to deal with those who break the law.  It is completely possible to protect the community without using bans—bans simply get rid of problems instead of fixing them, and are ineffective against the diligent.  Infinite power is not an okay thing to give to those who govern a jurisdiction—dictatorial power structures have been shown to fail many times over throughout history.&lt;br /&gt;
::&lt;br /&gt;
::If we simply must keep any official venues for DF on the main page, regardless of morality (this includes the forums, which i agree should also be removed), then the Wiki ought to put a disclaimer of some sort clarifying that they are being listed not in support of the governance policies of the communities, but simply because they are official.&lt;br /&gt;
::&lt;br /&gt;
::[[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 17:24, 17 September 2022 (UTC)&lt;br /&gt;
:::Good god, how many of these discussions are you gonna keep making? Is there anything that ''doesn't'' offend you? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:14, 22 September 2022 (UTC)&lt;br /&gt;
::::There's no need to be rude.  But to answer your question, i'm going to have as many discussions as are necessary until a concensus is reached.  [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 21:43, 22 September 2022 (UTC)&lt;br /&gt;
:::::You can't keep just keep making constant requests of &amp;quot;guys can we please remove that and that and that and this and this because of like business and anti-competitive stuff and yeah and like&amp;quot; but then turn around and go &amp;quot;why does everyone think I'm a troll?&amp;quot; Can you seriously not connect those two things together? I've been part of this community for a long time, and you are the one and only person who gets all offended by things that no one else would even care to think about. This wiki is not the place for that. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 10:48, 23 September 2022 (UTC)&lt;br /&gt;
::::::I really don't understand why people think that i'm a troll.  If you or someone else were to explain it to me in a manner that's more polite than your previous messages have been, i'd be happy to listen. [[User:BlueManedHawk|BlueManedHawk]] ([[User talk:BlueManedHawk|talk]]) 20:18, 23 September 2022 (UTC)&lt;br /&gt;
:::::::Hmmmmmmm, no. I'm gonna skip the &amp;quot;polite&amp;quot; thing and just speak the truth. No regrets. The fact that you can't see why people think you're a troll makes the situation even worse. You're someone who got all bent out of shape over a Minecraft diamond reference, something that no one else would ever care about. You keep saying you don't see how people think you're a troll when it was explained to you many times. All this goofy legal stuff you keep bringing up is best left elsewhere. Not here. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 13:59, 24 September 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wiki logo ==&lt;br /&gt;
&lt;br /&gt;
The new wiki logo requires getting used to. Personally, I wouldn't mind something simpler like [[:File:Dfhack-logo.png|DFhacks]] with a more fancy version going to the mainpage. Maybe someone from the community can come up with something, here is what [https://ibb.co/26J569S my meager skill] able to come up with] --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 13:20, 7 December 2022 (UTC)&lt;br /&gt;
:I just noticed it and I have to agree. It's like being hit in the face with a brick. It references DF relatively deep lore ([[obsidian]] and [[semi-molten rock]]) and it feels way too harsh compared to the relatively relatable and much more early-game relevant icon of a dwarf mining. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:01, 10 December 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== steam release ==&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;''We are working on a migration that will be complete in the next few days''&amp;quot;&lt;br /&gt;
Any estimate on how long that is going to take? --[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 08:53, 10 December 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=260810</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=260810"/>
		<updated>2022-01-15T01:52:13Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* DFHack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immortality''' in ''Dwarf Fortress'' refers to any [[creature]] that will not die as the result of old age. Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
== Inherent immortality ==&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game:&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
* Some other [[fanciful]] creatures, like [[nightwing]]s and [[satyr]]s&lt;br /&gt;
* Inorganic creatures, like [[gabbro man|gabbro men]] and [[amethyst man|amethyst men]]&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
Creatures that are inherently immortal will ''not'' [[Personality_trait#IMMORTALITY|seek the secrets of life and death]], as they, somewhat obviously, have no mortality to become obsessed with. For this reason, there are generally far fewer elven and goblin [[necromancer]]s than human and dwarven ones. &lt;br /&gt;
&lt;br /&gt;
== Acquired immortality ==&lt;br /&gt;
''Dwarf Fortress'' has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature. These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]], via mist. This is slightly different from other methods, and includes a non-optional hostility to all things living&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
* Becoming a [[necromancer]] (learning the secrets of life and death)&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Immortality, as it applies to [[fortress mode]], is far from necessary. After all, it is a very small percentage of fortresses that last long enough for death by old age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter. Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave. After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchcreature, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Another straightforward method is to acquire the secrets of life and death in [[book]] form. This can be done by retiring an adventurer with the book at your fortress, waiting for a [[necromancer]] to invade you with (hopefully) the book in their inventory, or [[raid]]ing a nearby [[tower]] with your [[squad]]s (original books are considered [[artifact]]s). If you have a library available, the book will be stored in it and read by your dwarves in their spare time as though it were any other book. Gradually your whole fortress will be converted into necromancers, and the process can be accelerated if you make your [[scribes]] write copies of the book.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses. Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation. Infecting a permanently crippled dwarf may be similarly beneficial. As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living. However, necromancers from within your civilization can and will immigrate to your fortress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Acquiring immortality in [[adventurer mode]] is a more straightforward task than in fortress mode, and can ensure your character's survival in legends long beyond their [MAXAGE:#:#].&lt;br /&gt;
&lt;br /&gt;
* To acquire vampirism, one simply needs to drink the blood of a (preferably recently-deceased) vampire, or topple a [[statue]] in a [[temple]] to be cursed by the gods with vampirism, though the latter has an equal chance of turning you into a werebeast, instead.&lt;br /&gt;
* To become a necromancer, you must steal and read something containing the &amp;quot;secrets of life and death&amp;quot; from a necromancer's tower. Their slab is a guarantee, but there's probably books with the secrets lying around as well. You need at least Novice [[reader]] skill.&lt;br /&gt;
* To become a werebeast, one must be bitten by said werebeast. The bite must come into contact with your flesh and you won't turn on the night you were infected. Toppling a statue in a temple may also curse you into a werebeast, though it may turn you into a vampire instead.&lt;br /&gt;
* To become a mist zombie/husk/thrall (same thing), you must walk into a cloud of contaminating fog/dust/mist that induces huskification. Probably wise to expose a companion to a cloud first in order to make sure it doesn't [[Main:Syndrome|give you something else]].&lt;br /&gt;
&lt;br /&gt;
It is very much worth noting that these can stack in several ways. One can be both a vampire and necromancer, or werebeast and necromancer, but ''not'' both a vampire and werebeast. Finally, a vampire, werebeast, necromancer, or acceptable combination thereof can become a mist zombie, ''but'' a mist zombie cannot become a vampire or werebeast.&lt;br /&gt;
&lt;br /&gt;
== DFHack ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
You can make any creature immortal without the downside of any of the above-listed creatures.&lt;br /&gt;
&lt;br /&gt;
To do this, you must go to the creature's profile while in the game, then in [[Utility:DFHack|DFHack]] run {{dftext|gui/gm-editor}}. Return to the game, you will find yourself in a menu called &amp;quot;GameMaster's editor&amp;quot;. Use {{k|page down}} until you find {{dftext|old_year}} and {{dftext|old_time}}, replace existent values on these two options with -1 by using {{k|enter}}. After the changes are made, press {{k|escape}} to return to the game.&lt;br /&gt;
&lt;br /&gt;
You can also use this method to see when it is likely the creature will die of old age even if you don't intend to change the values.&lt;br /&gt;
&lt;br /&gt;
This method works as far back as v0.34.&amp;lt;!-- Wrote this here because there are no articles for 0.34 immortality. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Somewhat counterintuitively, [[ghost]]s of deceased dwarves can grow up (if they were a 'ghostly' child) and die of old age, and thus are not immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = azoth | elvish = liwere | goblin = buspmu | human = camu}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Necromancer&amp;diff=260809</id>
		<title>DF2014 Talk:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Necromancer&amp;diff=260809"/>
		<updated>2022-01-15T01:42:39Z</updated>

		<summary type="html">&lt;p&gt;Lurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can forces give slab like deities and supernatural creatures? --[[Special:Contributions/213.111.231.39|213.111.231.39]] 17:03, 26 April 2019 (UTC)&lt;br /&gt;
:No, because the slab giver must have a [[sphere]] of death, and forces always have only nature-related spheres. -- [[User:DarklingArcher|DarklingArcher]] ([[User talk:DarklingArcher|talk]]) 21:27, 26 April 2019 (UTC)?&lt;br /&gt;
::What if add sphere to entity? Will entity worship force of death? --[[Special:Contributions/213.111.231.39|213.111.231.39]] 04:29, 27 April 2019 (UTC)&lt;br /&gt;
Ghost of necromancer can raise corpses?&lt;br /&gt;
:I don't have a link right now, but I read a reddit discussion that necromancer citizens should be slabbed immediately after they die especially for this reason. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 01:42, 15 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Sneaking into towers==&lt;br /&gt;
This article claims &amp;quot;sneaking in the current version basically makes you invisible. However, that claim was made in 2013. Does this still apply, or should it be edited out? The sentence also breaks rule T, but that is less serious. -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 20:40, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raised ghost ==&lt;br /&gt;
&lt;br /&gt;
I know - this is possible. Game just not generate interactions in current version. I need code of this interactions, even if this feature work bugged. Non-generated ultimate necromancer secret must have fullest arsenal of powers.&lt;br /&gt;
&lt;br /&gt;
== Necromancer as migrant ==&lt;br /&gt;
&lt;br /&gt;
I just received a necromancer as migrant... let's see how much fun that is.&lt;br /&gt;
[[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 19:39, 16 May 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Undead&amp;diff=260808</id>
		<title>DF2014 Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Undead&amp;diff=260808"/>
		<updated>2022-01-15T01:40:14Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Raising skeletons? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Do raised undead seem faster than before? ==&lt;br /&gt;
I've been playing adventure mode on DF2014 and they seem to be a lot faster than they were before. Even when you sink all your attribute points into agility and use run, unless they've been crippled, it's really hard to outpace them. Anyone else experiencing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.147.138.79 |99.147.138.79 ]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Do undead use skills? ==&lt;br /&gt;
I have seen undead using bows and arrows. Do they gain levels? Do they use archerskill? Are they just living creatures with the symptome &amp;quot;Undead&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Falling Damage for Undead ==&lt;br /&gt;
Do undead take falling damage? Will 25 z-levels kill them?&lt;br /&gt;
Spikes at the bottom wont do very much I assume.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Dwarves will never report someone who was reanimated before their body was discovered as dead&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Is it reported at http://www.bay12games.com/dwarves/mantisbt/my_view_page.php ? Which bug id? [[User:Mko|Mko]] ([[User talk:Mko|talk]]) 13:59, 26 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Raising skeletons? ==&lt;br /&gt;
&lt;br /&gt;
Are necromancers still able to raise skeleton, as per [https://www.reddit.com/r/dwarffortress/comments/jqa9y/dev_log_the_necromancer_managed_to_raise_both_a/ this discussion]? I CTRL+F'd the article for skeletons and found no result. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 01:40, 15 January 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=258306</id>
		<title>Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reclaim_fortress_mode&amp;diff=258306"/>
		<updated>2021-07-10T19:35:19Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
Sometimes, a favorite fort in a remarkably wonderful location is [[Fun|extinguished]] for one reason or another - sometimes, you just have to go back and try again. Thankfully, this mechanic has been built into the game in the form of '''Reclaim Fortress Mode'''.&lt;br /&gt;
&lt;br /&gt;
If, for whatever reason, you wish to end your fortress game prematurely (i.e. without every citizen dying), you can choose to either '''retire''' your fort, which will make it an active settlement in the world, or you can '''abandon it to ruin''', which will cause the dwarves to gradually emigrate and leave the fortress uninhabited. Retired forts can be '''unretired''', while abandoned forts become [[ruin]]s that can be '''reclaimed'''.&lt;br /&gt;
&lt;br /&gt;
==How to reclaim or unretire a fortress==&lt;br /&gt;
During world generation, sites can become ruins which you are able to reclaim in Fortress Mode. At the embark screen, press {{k|R}} in order to bring up a list of potential reclaim locations.  There will be a list of locations you are able to scroll through.  Pressing {{k|tab}} will select a site and give you a history of when the site was created, and how the fortress fell.  If you previously retired or abandoned a fortress, those will also be available to unretire or reclaim respectively.&lt;br /&gt;
Reclaiming a fortress is little different than a normal embark. The prepare-for-journey screen is identical to a normal embark, with the same number of points for item selection.&lt;br /&gt;
Unretiring a fortress has no prepare-for-journey screen and immediately brings you to the fortress.&lt;br /&gt;
&lt;br /&gt;
==What you will find==&lt;br /&gt;
===Reclaim===&lt;br /&gt;
{{Migrated_section}}&lt;br /&gt;
On arrival at your old ruined fortress location, the player's initial impression will be one of untidiness:&lt;br /&gt;
* All items that existed at the lost fortress will be [[forbid|forbidden]] and randomly strewn across the map and all accessible levels&lt;br /&gt;
* Dwarves that were present during the fall of the lost fortress will be scattered across the map, along with the rotten [[corpse|carcasses]] of whatever [[livestock]] was left behind.&lt;br /&gt;
* If you have reclaimed the same fortress more than once, there may also be [[ghost]]s of citizens from attempts prior to the most recently lost fortress. These tortured souls will have no corresponding bodies - these poor spirits of repeated failed attempts must be [[slab|memorialised]]&lt;br /&gt;
* [[Food]] ingredients in [[barrel]]s rot away, and all [[alcohol]] barrels will be empty, however, any [[prepared meal]]s are still dwarf-edible and will be scattered everywhere (and initially forbidden as above)&lt;br /&gt;
* Enemies that existed during abandonment will still be there if you reclaim the fortress immediately afterwards and may be lurking in [[ambush]]&lt;br /&gt;
* Forgotten beasts that existed when your fortress fell will change their status from &amp;quot;Uninvited Guest&amp;quot; to &amp;quot;Current Resident.&amp;quot;&lt;br /&gt;
* Enemy invasion forces like [[goblin]] ambush parties may have changed to be peaceful, for some reason. Warning: if another siege of the same race turns up, then those already present may revert to enemy again! &lt;br /&gt;
* If your fortress fell to a [[tantrum]] spiral, there may be berserk dwarves lurking in ambush for your embark party. Be prepared to deal with whatever destroyed your fortress before.&lt;br /&gt;
* Constructed buildings will have remained standing, including small buildings like [[cage]]s and [[bed]]s. [[Buildings]], like items, must be reclaimed before they can be used.&lt;br /&gt;
* [[Stockpile]]s will no longer exist, and anything held within them will have been scattered and forbidden along with everything else.&lt;br /&gt;
* Any [[workshop]]s that had [[manager#Setting workshop profiles|profiles]] will continue to have those profiles, even when there is no manager assigned. If you assign a [[manager]], you can edit those profiles, potentially allowing the workshops to be used again.&lt;br /&gt;
&lt;br /&gt;
===Unretire===&lt;br /&gt;
*All the drinks are gone. Start brewing immediately.&lt;br /&gt;
*All cabinets and chests are deconstructed. Nobles are unhappy with their bedrooms.&lt;br /&gt;
*Many stockpiles don't work, including food, block/bar, and leather. Assume that any stockpile that stores in bins or barrels needs to be erased and re-established.&lt;br /&gt;
*Item positions, assigned dwarf labors, and farm plot and stockpile settings are conserved&lt;br /&gt;
**Items in buildings preserve their integrity. Thread intentionally cluttered into looms to avoid stockpiling will still be there.&lt;br /&gt;
**Stockpile links are preserved&lt;br /&gt;
**Contents of bins and barrels are dumped out.&lt;br /&gt;
*Pasture settings are cleared, however, the pastures themselves still exist&lt;br /&gt;
*Room assignments exist, but are potentially bugged (dwarf profiles show no owned objects even if the furniture says that the dwarf is assigned there). They can be reassigned and rooms will keep their sizes for the most part.&lt;br /&gt;
*Pending constructions are removed&lt;br /&gt;
*Designations and orders are not conserved&lt;br /&gt;
*Dwarf positions are not conserved and can be randomly scattered throughout the entire fortress, though they are often in bedrooms or the tavern&lt;br /&gt;
**Animals are always scattered&lt;br /&gt;
**Any items they were carrying will still be carried by them. This can result in fun if it was a minecart full of magma, as the magma will be dumped on the spot.&lt;br /&gt;
***All magma minecarts that weren't carried are strangely emptied of liquids&lt;br /&gt;
*Caverns and the magma sea will be '''un-revealed''' if you built constructions that blocked their being revealed; this results in constructed walls being right next to unrevealed terrain and can potentially remove the lag caused by revealed (but walled-off) HFS. Existing HFS may be scattered around the fort though, resulting in an instant dose of vitamin F (fun).{{verify}}&lt;br /&gt;
*Random items are decorated with low quality&lt;br /&gt;
*No caged creatures remain so; if they were caged when retired, they respawn uncaged at the same spot&lt;br /&gt;
**Uninvited guests and named creatures will still be there; they are set free if they were caged in the heart of your fortress&lt;br /&gt;
***All other caged creatures and chained wildlife, including entities that are not uninvited guests (i.e. caged invaders and necromancers) are gone, presumably having been released or escaped.&lt;br /&gt;
*Bugged invisible merchants and wagons, and their items, are reset; this is one workaround to getting caravans from those civs again&lt;br /&gt;
*It's possible to unretire with a different dwarven civ, resulting in a different civ on the civ screen than that of the current fort&lt;br /&gt;
*The deceased list is reset and non-historical figures are culled&lt;br /&gt;
*If you were bordering an evil biome, the reanimation areas may also be reset; the corpse quantum stockpile near the border might be crawling with undead (not immediately).&lt;br /&gt;
*Visitors' petition timers are potentially reset, as are local wildlife populations&lt;br /&gt;
*Murky pools are refilled, even if said tiles have been floored over/drained and have since been an integral part of your fort. This can lead to potential fun.&lt;br /&gt;
*Imprisoned criminals are released, and their sentences are considered served.&lt;br /&gt;
*Cooking/brewing preferences are lost.&lt;br /&gt;
*Named pets will remain on the animals list even though their owners have left the fortress.&lt;br /&gt;
*If an embark includes surface water that freezes and thaws, dwarves may fall in and drown during retirement.&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing Ruins ===&lt;br /&gt;
The forts most commonly brought to ruin during [[world generation]] (amongst dwarven civilizations) are cavern fortresses, which consist of a large, often empty building on the surface connected to multiple settlements in (or just below) the different cavern layers by a mineshaft. There may be roads leading out of the settlement on the surface or in the caverns. The settlements themselves will usually consist of unfurnished 2x2 bedrooms, relatively large meeting/dining halls, and many, many [[smelter|smelters]] and [[metalsmith's forge|metalsmiths' forges]], all of which will be smoothed and decorated by statues. Discovering the extent of the central mineshaft and pacifying/sealing off any dangerous underground areas might be a good idea upon arrival at such a location.&lt;br /&gt;
&lt;br /&gt;
Note that when [[goblin]]s successfully take over a site during world generation, it remains an active settlement under their civ's control and thus unreclaimable. However, there seems to be a bug where if a non-dwarf civilization reclaims a site, it will still be considered a ruin, and can be reclaimed. The most common cause of actual ruin for dwarven sites is the arrival of an [[forgotten beast|unexpected guest]], with whom any reclaimers will need to deal eventually.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[smelter]], you will need to reclaim all of the items that make up that [[workshop]]. You can do this two ways. First, you can hit {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Hit {{key|f}} on each one to reclaim those items. &lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}}-{{key|b}}-{{key|c}}.&lt;br /&gt;
&lt;br /&gt;
If you have limited who can use the workshop prior to reclaiming, the workshop will remain locked until you change the settings.&lt;br /&gt;
&lt;br /&gt;
==Time==&lt;br /&gt;
Each time a fortress is reclaimed or unretired, two weeks pass on the [[calendar]], just as with a regular embark. Currently, there is a bug where the fortress may be reclaimed by some other dwarven party during this time. This will likely cause a crash.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Reclaiming a fortress can make FPS drop to unplayable levels.{{Bug|3825}}&lt;br /&gt;
* The [[mud]] normally found in [[cave]] systems is gone on reclaim. {{Bug|133}} This may interfere with your [[farming]] and/or wood cutting plans (depending if you rely on the [[underground forest]]s for [[wood]]).&lt;br /&gt;
* If for whatever reason you walled off a section of your fort (to wall a [[berserk|very unhappy]] dwarf in their bedroom, for example) the walled-off section will be invisible on reclaim. On removal of the wall, the section will still be blacked out, and can be designated for [[mining]]. Miners will attempt to dig, fail, and walk away only to try again a few seconds later. To get around this, mine a tile adjacent to the invisible room and it will be revealed, allowing you to continue as normal. {{Bug|1871}}&lt;br /&gt;
* When a dwarf changes jobs and tried to store an item it will constantly say: &amp;quot;Item is misplaced and can't be stored&amp;quot; forever.&lt;br /&gt;
* Scattered items seem to only be placed on walkable paths from the edge of the map. Walls and raising drawbridges (in the up position) block the scattering of objects. This can be exploited to concentrate reclaimed items in a small area.&lt;br /&gt;
* Floors designated but not placed in previous embark are bugged.  In the reclaimed embark they block construction of new items as if they were built.  To fix, remove the floor as if it was there: {{key|d}}-{{key|n}}.  If possible, don't abandon a fortress with anything designated to be built to prevent this from being an issue.&lt;br /&gt;
* Items strewn outside of the fortress may not be forbidden.&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
* Reclaimed [[bin]]s and [[barrel]]s will not be used to store items. They also cannot be traded, the only option is to destroy them. (see: [[dwarven atom smasher|waste disposal]])&lt;br /&gt;
** Many reclaimed items won't even be properly dumped, making it impossible to clean up the map without external tools.&lt;br /&gt;
* Occasionally, the incomplete message &amp;quot;[dwarf] has&amp;quot; appears in the purple-pink reserved for death messages. Zooming to the location of the message yields a (probably) random location; no corpse can be seen on the zoomed-to tile, and no correspondence between the dwarf named and the location viewed is yet known.&lt;br /&gt;
* If a fortress has been reclaimed several times, military alert states that call civilians to burrows may not function correctly.&lt;br /&gt;
* Previously built slabs cannot be engraved.&lt;br /&gt;
* Fortresses with water or magma works may end up partially or fully flooded during the retirement/abandonment period, even if there was no way for the fortress to accidentally flood while active.&lt;br /&gt;
** Levels that were originally filled with liquids (ocean/river tiles, flooded cavern floors etc.) and were cleared during a previous play are going to be flooded on reclaim. The only silver lining is that doors stop the 7/7 flood of death.&lt;br /&gt;
* Hauling routes can become buggy and need to be remade.&lt;br /&gt;
[[ru:Reclaim fortress mode]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Butcher&amp;diff=258135</id>
		<title>DF2014 Talk:Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Butcher&amp;diff=258135"/>
		<updated>2021-06-13T03:00:36Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Do slaughtered animals count as kills?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Negative thoughts ==&lt;br /&gt;
I think that butchering gives negative thoughts to some dwarves. It made my full time butcher depressed after a year or two.&lt;br /&gt;
&lt;br /&gt;
Here is a screenshot of her thoughts https://i.imgur.com/xowobYp.png&lt;br /&gt;
&lt;br /&gt;
I am not certain of this, but I think it warrants some research. Her depression could have been caused by other factors, although she is the only one in my fort who is suffering this much; her depression keeps reoccurring.&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:81.111.102.79|81.111.102.79]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Seeing dead bodies can cause negative thoughts, though thanks to recent balancing those thoughts are less common. The actual act of butchering a critter can also cause bad thoughts if the butcher highly values nature--yours dislikes nature and receives happy thoughts instead. But most of her negative thoughts shown are unrelated (cave adaption, miasma, and unmet [[needs]]). Dwarves' individual [[DF2014:Personality#Facets|personalities]] affect how they handle stress, and your butcher suffered a personality-changing-event in 91 that increased her anxiety propensity. It's likely she would be similarly anxious performing other jobs, though if she were particularly valuable you might be able to preserve her sanity for a while by removing stressors (no more sunlight, corpses, arguments, etc.) and keeping her needs met. Realistically, in the current version personality-changing-events will eventually make every dwarf susceptible to moderate amounts of stress. You can expel problematic dwarves, or draft them into a squad and send them to seize an enemy site. Either way, you'll get fresh migrants who have somehow avoided the twin travesties of sun and rain for their entire existence up to this point, ready to work hard for a few years before they too succumb to stress and must be sent away.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:15, 24 January 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do slaughtered animals count as kills? ==&lt;br /&gt;
Does anyone know if slaughtered animals count as kills? Do butchers have a ridiculous kill count? --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 03:00, 13 June 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=258113</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=258113"/>
		<updated>2021-06-11T00:10:26Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* DF Hack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immortality''' in ''Dwarf Fortress'' refers to any [[creature]] that will not die as the result of old age. Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
== Inherent immortality ==&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game:&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
* Some other [[fanciful]] creatures, like [[nightwing]]s and [[satyr]]s&lt;br /&gt;
* Inorganic creatures, like [[gabbro man|gabbro men]] and [[amethyst man|amethyst men]]&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
Creatures that are inherently immortal will ''not'' seek the secrets of life and death, as they, somewhat obviously, have no mortality to become obsessed with. For this reason, there are generally far fewer elven and goblin [[necromancer]]s than human and dwarven ones. &lt;br /&gt;
&lt;br /&gt;
== Acquired immortality ==&lt;br /&gt;
''Dwarf Fortress'' has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature. These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]], via mist. This is slightly different from other methods, and includes a non-optional hostility to all things living&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
* Becoming a [[necromancer]] (learning the secrets of life and death)&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Immortality, as it applies to [[fortress mode]], is far from necessary. After all, it is a very small percentage of fortresses that last long enough for death by old age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter. Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave. After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchcreature, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Another straightforward method is to acquire the secrets of life and death in [[book]] form. This can be done by retiring an adventurer with the book at your fortress, waiting for a [[necromancer]] to invade you with (hopefully) the book in their inventory, or [[raid]]ing a nearby [[tower]] with your [[squad]]s (original books are considered [[artifact]]s). If you have a library available, the book will be stored in it and read by your dwarves in their spare time as though it were any other book. Gradually your whole fortress will be converted into necromancers, and the process can be accelerated if you make your [[scribes]] write copies of the book.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses. Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation. Infecting a permanently crippled dwarf may be similarly beneficial. As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Acquiring immortality in [[adventurer mode]] is a more straightforward task than in fortress mode, and can ensure your character's survival in legends long beyond their [MAXAGE:#:#].&lt;br /&gt;
&lt;br /&gt;
* To acquire vampirism, one simply needs to drink the blood of a (preferably recently-deceased) vampire, or topple a [[statue]] in a [[temple]] to be cursed by the gods with vampirism, though the latter has an equal chance of turning you into a werebeast, instead.&lt;br /&gt;
* To become a necromancer, you must steal and read something containing the &amp;quot;secrets of life and death&amp;quot; from a necromancer's tower. Their slab is a guarantee, but there's probably books with the secrets lying around as well. You need at least Novice [[reader]] skill.&lt;br /&gt;
* To become a werebeast, one must be bitten by said werebeast. The bite must come into contact with your flesh and you won't turn on the night you were infected. Toppling a statue in a temple may also curse you into a werebeast, though it may turn you into a vampire instead.&lt;br /&gt;
* To become a mist zombie/husk/thrall (same thing), you must walk into a cloud of contaminating fog/dust/mist that induces huskification. Probably wise to expose a companion to a cloud first in order to make sure it doesn't [[Main:Syndrome|give you something else]].&lt;br /&gt;
&lt;br /&gt;
It is very much worth noting that these can stack in several ways. One can be both a vampire and necromancer, or werebeast and necromancer, but ''not'' both a vampire and werebeast. Finally, a vampire, werebeast, necromancer, or acceptable combination thereof can become a mist zombie, ''but'' a mist zombie cannot become a vampire or werebeast.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
== DF Hack ==&lt;br /&gt;
You can make any creature immortal without the downside of any of the above-listed creatures.&lt;br /&gt;
&lt;br /&gt;
To do this, you must go to the creature's profile while in the game, then in [[DF Hack]] write {{dftext|gui/gm-editor}}. Return to the game, you will find yourself in a menu called &amp;quot;GameMaster's editor&amp;quot;. Use {{k|page down}} until you find {{dftext|old_year}} and {{dftext|old_time}}, replace existent values on these two options with -1 by using {{k|enter}}. After the changes are made, press {{k|escape}} to return to the game.&lt;br /&gt;
&lt;br /&gt;
You can also use this method to see when it is likely the creature will die of old age even if you don't intend to change the values.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Somewhat counterintuitively, [[ghost]]s of deceased dwarves can grow up (if they were a 'ghostly' child) and die of old age, and thus are not immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = azoth | elvish = liwere | goblin = buspmu | human = camu}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=258111</id>
		<title>Immortality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Immortality&amp;diff=258111"/>
		<updated>2021-06-10T23:40:26Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* DF Hack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Immortality''' in ''Dwarf Fortress'' refers to any [[creature]] that will not die as the result of old age. Immortality can be inherent to a species, or acquired via a variety of different methods.  Note that immortal creatures ''can'' still be killed by traditional methods.&lt;br /&gt;
&lt;br /&gt;
== Inherent immortality ==&lt;br /&gt;
The following creatures are inherently immortal, and thus will never die of old age in an unmodded game:&lt;br /&gt;
&lt;br /&gt;
* [[Elves]]&lt;br /&gt;
* [[Goblin]]s&lt;br /&gt;
* [[Semi-megabeast]]s, like [[minotaur]]s or [[ettin]]s&lt;br /&gt;
* [[Megabeast]]s, including [[dragon]]s and [[hydra]]s&lt;br /&gt;
* All randomized [[titan]]s and [[forgotten beast]]s&lt;br /&gt;
* Some other [[fanciful]] creatures, like [[nightwing]]s and [[satyr]]s&lt;br /&gt;
* Inorganic creatures, like [[gabbro man|gabbro men]] and [[amethyst man|amethyst men]]&lt;br /&gt;
&lt;br /&gt;
All of these creatures lack the &amp;lt;nowiki&amp;gt;[MAXAGE:#:#]&amp;lt;/nowiki&amp;gt; tag in their species file, granting them their immortality.&lt;br /&gt;
&lt;br /&gt;
Creatures that are inherently immortal will ''not'' seek the secrets of life and death, as they, somewhat obviously, have no mortality to become obsessed with. For this reason, there are generally far fewer elven and goblin [[necromancer]]s than human and dwarven ones. &lt;br /&gt;
&lt;br /&gt;
== Acquired immortality ==&lt;br /&gt;
''Dwarf Fortress'' has several methods by which a creature might acquire immortality. Each of these has accompanying effects (that may or may not be desirable), and multiple can effect the same creature. These are:&lt;br /&gt;
&lt;br /&gt;
* Becoming [[undead]], via mist. This is slightly different from other methods, and includes a non-optional hostility to all things living&lt;br /&gt;
* Becoming a [[vampire]]&lt;br /&gt;
* Becoming a [[werebeast]]&lt;br /&gt;
* Becoming a [[necromancer]] (learning the secrets of life and death)&lt;br /&gt;
&lt;br /&gt;
These conditions each have their own limitations, which can be found on their respective pages.&lt;br /&gt;
&lt;br /&gt;
== Fortress mode ==&lt;br /&gt;
Immortality, as it applies to [[fortress mode]], is far from necessary. After all, it is a very small percentage of fortresses that last long enough for death by old age to become an issue, and your fortress will be most concerned with ''removing'' the undying condition of most immortals it will encounter. Still, it can be useful to acquire immortals for your fortress for one purpose or another.&lt;br /&gt;
&lt;br /&gt;
The easiest method, by far, is to receive a vampire in a migrant wave. After you've successfully discerned and separated your vampire, you may now have an immortal &amp;lt;strike&amp;gt;meat shield&amp;lt;/strike&amp;gt; watchcreature, lever puller, or super-soldier.&lt;br /&gt;
&lt;br /&gt;
Another straightforward method is to acquire the secrets of life and death in [[book]] form. This can be done by retiring an adventurer with the book at your fortress, waiting for a [[necromancer]] to invade you with (hopefully) the book in their inventory, or [[raid]]ing a nearby [[tower]] with your [[squad]]s (original books are considered [[artifact]]s). If you have a library available, the book will be stored in it and read by your dwarves in their spare time as though it were any other book. Gradually your whole fortress will be converted into necromancers, and the process can be accelerated if you make your [[scribes]] write copies of the book.&lt;br /&gt;
&lt;br /&gt;
Acquiring a werebeast for your fortress is more difficult, and less sustainable, but still with its uses. Werebeasts of the same species will not attack each other, and the condition increases your soldiers' survivability dramatically - all wounds are healed fully upon transformation. Infecting a permanently crippled dwarf may be similarly beneficial. As long as you're careful to keep the infected separate from the rest of your fortress, they can make an excellent asset.&lt;br /&gt;
&lt;br /&gt;
Currently, undead are not a practical choice due to their unending hatred of the living, and necromancers will not join your fortress.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
Acquiring immortality in [[adventurer mode]] is a more straightforward task than in fortress mode, and can ensure your character's survival in legends long beyond their [MAXAGE:#:#].&lt;br /&gt;
&lt;br /&gt;
* To acquire vampirism, one simply needs to drink the blood of a (preferably recently-deceased) vampire, or topple a [[statue]] in a [[temple]] to be cursed by the gods with vampirism, though the latter has an equal chance of turning you into a werebeast, instead.&lt;br /&gt;
* To become a necromancer, you must steal and read something containing the &amp;quot;secrets of life and death&amp;quot; from a necromancer's tower. Their slab is a guarantee, but there's probably books with the secrets lying around as well. You need at least Novice [[reader]] skill.&lt;br /&gt;
* To become a werebeast, one must be bitten by said werebeast. The bite must come into contact with your flesh and you won't turn on the night you were infected. Toppling a statue in a temple may also curse you into a werebeast, though it may turn you into a vampire instead.&lt;br /&gt;
* To become a mist zombie/husk/thrall (same thing), you must walk into a cloud of contaminating fog/dust/mist that induces huskification. Probably wise to expose a companion to a cloud first in order to make sure it doesn't [[Main:Syndrome|give you something else]].&lt;br /&gt;
&lt;br /&gt;
It is very much worth noting that these can stack in several ways. One can be both a vampire and necromancer, or werebeast and necromancer, but ''not'' both a vampire and werebeast. Finally, a vampire, werebeast, necromancer, or acceptable combination thereof can become a mist zombie, ''but'' a mist zombie cannot become a vampire or werebeast.&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
== DF Hack ==&lt;br /&gt;
You can make any creature immortal without the downside of any of the above-listed creatures.&lt;br /&gt;
&lt;br /&gt;
To do this, you must go to the creature's profile while in the game, then in [[DF Hack]] write {{dftext|gui/gm-editor}}. Return to the game, you will find yourself in a menu called &amp;quot;GameMaster's editor&amp;quot;. Scroll down to {{dftext|old_year}} and {{dftext|old_time}}, replace existance values on these two options with -1. Click escape and it's done.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Somewhat counterintuitively, [[ghost]]s of deceased dwarves can grow up (if they were a 'ghostly' child) and die of old age, and thus are not immortal.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = azoth | elvish = liwere | goblin = buspmu | human = camu}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257835</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257835"/>
		<updated>2021-04-23T15:58:51Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Artifact destruction with campfires. */ Wikilink.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. Otherwise it may have just been teleported somewhere else (there's a bug with teleporting artifacts). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;br /&gt;
::I have checked the artifact in the legends viewer. The game did not crash, and the last string in the log is &amp;quot;Tombsbury the Phantom of Skulls was destroyed in Pillarplane.&amp;quot; That leaves me to believe that the artifact was destroyed. [[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 16:55, 16 April 2021 (UTC)&lt;br /&gt;
:::Very interesting. I did not mean the game crashes when you check in '''[[legends mode]]''', I meant the 3rd party program '''[[legends viewer]]''' from [[LNP]] → Utilities crashes for me when viewing certain artifacts, that I presume were destroyed or bugged somehow. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:23, 23 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257826</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257826"/>
		<updated>2021-04-23T13:25:35Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Artifact destruction with campfires. */ Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. Otherwise it may have just been teleported somewhere else (there's a bug with teleporting artifacts). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;br /&gt;
::I have checked the artifact in the legends viewer. The game did not crash, and the last string in the log is &amp;quot;Tombsbury the Phantom of Skulls was destroyed in Pillarplane.&amp;quot; That leaves me to believe that the artifact was destroyed. [[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 16:55, 16 April 2021 (UTC)&lt;br /&gt;
:::Very interesting. I did not mean the game crashes when you check in '''legends mode''', I meant the 3rd party program '''[[legends viewer]]''' from [[LNP]] → Utilities crashes for me when viewing certain artifacts, that I presume were destroyed or bugged somehow. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:23, 23 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:LNP&amp;diff=257825</id>
		<title>DF2014:LNP</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:LNP&amp;diff=257825"/>
		<updated>2021-04-23T13:24:55Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Redirected page to Utility:Lazy Newb Pack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Utility:Lazy Newb Pack]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Legends_viewer&amp;diff=257823</id>
		<title>Legends viewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Legends_viewer&amp;diff=257823"/>
		<updated>2021-04-23T13:24:06Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Redirected page to DF2014:Utilities#Legends Viewer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Utilities#Legends_Viewer]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Legends_viewer&amp;diff=257822</id>
		<title>DF2014:Legends viewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Legends_viewer&amp;diff=257822"/>
		<updated>2021-04-23T13:23:52Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Redirected page to DF2014:Utilities#Legends Viewer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Utilities#Legends_Viewer]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257821</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257821"/>
		<updated>2021-04-23T13:23:13Z</updated>

		<summary type="html">&lt;p&gt;Lurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. Otherwise it may have just been teleported somewhere else (there's a bug with teleporting artifacts). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;br /&gt;
::I have checked the artifact in the legends viewer. The game did not crash, and the last string in the log is &amp;quot;Tombsbury the Phantom of Skulls was destroyed in Pillarplane.&amp;quot; That leaves me to believe that the artifact was destroyed. [[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 16:55, 16 April 2021 (UTC)&lt;br /&gt;
:::Very interesting. I did not mean the game crashes when you check in '''legends mode''', I meant the 3rd party program '''[[legends viewer]]''' from [[LNB]] → Utilities crashes for me when viewing certain artifacts, that I presume were destroyed or bugged somehow. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 13:23, 23 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257779</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257779"/>
		<updated>2021-04-15T14:44:15Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Artifact destruction with campfires. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. Otherwise it may have just been teleported somewhere else (there's a bug with teleporting artifacts). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Legends_Viewer&amp;diff=257778</id>
		<title>DF2014:Legends Viewer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Legends_Viewer&amp;diff=257778"/>
		<updated>2021-04-15T14:41:41Z</updated>

		<summary type="html">&lt;p&gt;Lurker: Redirected page to DF2014:Utilities#Legends Viewer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Utilities#Legends_Viewer]]&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257777</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257777"/>
		<updated>2021-04-15T14:41:11Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Artifact destruction with campfires. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact destruction with campfires. ==&lt;br /&gt;
&lt;br /&gt;
After some &amp;quot;extensive&amp;quot; testing on how campfires work, I discovered that they do in-fact destroy artifacts. When I threw an artifact mug into one, it disappeared. Likewise, when I tossed a secrets-containing slab into it, the slab vanished.&lt;br /&gt;
&lt;br /&gt;
--[[User:Crupette|Crupette]] ([[User talk:Crupette|talk]]) 21:08, 14 April 2021 (UTC)&lt;br /&gt;
:Check with [[Legends Viewer]]. If it crashes when you click the slab, it probably got removed from the game. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:41, 15 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257336</id>
		<title>DF2014 Talk:Campfire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Campfire&amp;diff=257336"/>
		<updated>2021-03-05T21:05:10Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Irremovable in Fortress Mode? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fortress Mode==&lt;br /&gt;
Having embarked on a cavern entrance, I arrived to find a small (hostile) Dwarven campsite there, including alpaca wool tents and a campfire.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cave site campfire.png|Campfire at a Cavern Site&lt;br /&gt;
File:Cave site hostile dwarves.png|Hostile Dwarves&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Ignore any obvious digging on my part, as I didn't even notice the campfire there until I saw the smoke and thinking one of my idiot miners had managed to injure himself in a totally avoidable cave-in when digging channels.&lt;br /&gt;
&lt;br /&gt;
Apparently it's possible to get campfires at embark sites now, even if sieges won't build them anymore.&lt;br /&gt;
[[User:BatCountry|BatCountry]] ([[User talk:BatCountry|talk]]) 15:01, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irremovable in Fortress Mode? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone tried DFHack liquids-&amp;gt;obsidian? In my experience, this replaces anything, including walls/floors/constructions of different material, water, lava, open space and muddy/grassy tiles (which usually do not support automatic transformations of tiletypes-&amp;gt;paint shape walls/floors). --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:05, 5 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=256730</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=256730"/>
		<updated>2021-02-15T21:22:50Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Redirect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Migrated citations ==&lt;br /&gt;
&lt;br /&gt;
As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
&lt;br /&gt;
I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lost password request ==&lt;br /&gt;
&lt;br /&gt;
I've forgotten my password. User: Bumber&lt;br /&gt;
&lt;br /&gt;
:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
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== v0.42.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
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== Page move reminder ==&lt;br /&gt;
&lt;br /&gt;
[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== v0.43.05 raws update ==&lt;br /&gt;
&lt;br /&gt;
Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
&lt;br /&gt;
Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
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== Vandalism ==&lt;br /&gt;
&lt;br /&gt;
We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
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== Sorry, I need a password reset ==&lt;br /&gt;
&lt;br /&gt;
I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
&lt;br /&gt;
My user name is [[Frobnic8]]. &lt;br /&gt;
&lt;br /&gt;
My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
&lt;br /&gt;
The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
&lt;br /&gt;
Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
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== Password reset ==&lt;br /&gt;
&lt;br /&gt;
I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
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== Totally failed to make an account ==&lt;br /&gt;
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Really think I did everything right.&lt;br /&gt;
&lt;br /&gt;
The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
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== Chemist Page Quality Rating ==&lt;br /&gt;
&lt;br /&gt;
The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [Proposition] - Wiki preview popups ==&lt;br /&gt;
&lt;br /&gt;
Hi there.&lt;br /&gt;
&lt;br /&gt;
I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
&lt;br /&gt;
I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
&lt;br /&gt;
So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
&lt;br /&gt;
Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
&lt;br /&gt;
Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;br /&gt;
&lt;br /&gt;
:It does sound useful, but it claims to require MediaWiki 1.25+, so it'll probably have to wait until we finish upgrading. There are instructions for 1.24 or earlier in the article, though - I'm not sure how far back &amp;quot;or earlier&amp;quot; includes. The two extensions it depends on, TextExtracts and PageImages, require 1.23+ and 1.25+ respectively, so it's unlikely that it'll work on our current (pre-upgrade) setup. &lt;br /&gt;
:(I am a good person to ask, by the way, and &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; is probably a more convenient way to sign comments.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:14, 17 August 2018 (UTC)&lt;br /&gt;
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== Aesthetically Pleasing Things ==&lt;br /&gt;
&lt;br /&gt;
I know I posted this before but... do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. Also, are there any plans to change the default look of the wiki? I don't mean this in a nasty way, white with black text is pretty... generic. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:20, 4 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Auto-Welcome ==&lt;br /&gt;
&lt;br /&gt;
It looks like your bot is automatically welcoming editors. Unfortunately, due to the nature of rotating IP addresses, it appears your bot has [//www.dwarffortresswiki.org/index.php/Special:Contributions/LethosorBot welcomed one anonymous user] 7 times in the last 5 days. Perhaps it would be best to restrict auto-welcoming to non-IP users?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:55, 16 June 2019 (UTC)&lt;br /&gt;
:Yeah, that's the AutoWelcomeUser extension (just set up to attribute edits to my bot). I definitely agree that it should be changed, and I'll look into it. Fun fact: this was enabled on the old wiki, but I had written it for a ''slightly'' newer Mediawiki version, so I had forgotten about it since it didn't actually work until we upgraded. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 16 June 2019 (UTC)&lt;br /&gt;
:I think this is fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:57, 18 June 2019 (UTC)&lt;br /&gt;
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== On &amp;quot;Acceptable&amp;quot; Commas ==&lt;br /&gt;
&lt;br /&gt;
Regarding [//www.dwarffortresswiki.org/index.php?title=DF2014:World_generation&amp;amp;curid=32663&amp;amp;diff=245045&amp;amp;oldid=245044 this edit]:&lt;br /&gt;
&lt;br /&gt;
Per the [//en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] (referenced as [[Dwarf_Fortress_Wiki:Community_Portal#S|Rule S]]): &amp;quot;Where more than one style is acceptable under MoS, editors should not change an article from one of those styles to another without a good reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
So, while that comma is indeed &amp;quot;acceptable&amp;quot; (or optional), editing to add that optional comma is not. I intentionally did not put a comma there when I added that sentence, and I believe my punctuational preference is at least as valid as ‎Silverwing235's.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:12, 17 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm not convinced that comma is optional, but I didn't realize you had added that sentence (I thought it was part of the original quote from Toady before your changes, so I was mistakenly applying rule S there as well). Apologies, and it's your call as to what to do there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:21, 17 June 2019 (UTC)&lt;br /&gt;
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== Embark points ==&lt;br /&gt;
&lt;br /&gt;
There's no page explaining embark points in-depth; can I make such a page? Or at least add it to the embark page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:39, 21 June 2019 (UTC)&lt;br /&gt;
: I'd add it to the embark page since I'm not sure it warrants a separate page unless it's a ''lot'' of detail (i.e. more than the current embark page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 21 June 2019 (UTC)&lt;br /&gt;
:: With what I have planned, there's a ton of things I can go over which can fill a page. I can make a &amp;quot;workbench&amp;quot;/fake page and you can tell me if it's worthy or not. Also, is it possible to put things in &amp;quot;collapsable/expandable&amp;quot; tables to not badly stretch out pages? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:14, 22 June 2019 (UTC)&lt;br /&gt;
:: Sorry, one more thing. You know the &amp;quot;Urist likes [something] for their [something].&amp;quot;? Are these made up on the spot or is that info taken directly from somewhere? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:59, 22 June 2019 (UTC)&lt;br /&gt;
::: I'm not sure how much detail you can go into about just embark points, but sure, feel free to make a test page if you like and I can provide some input. I wouldn't put things in collapsible tables just because of page length, because pretty much no other page does that (except for some things that aren't really part of the content of a page, like nav boxes and raws). If you're referring to things like &amp;quot;Urist likes [creature]&amp;quot; from pages like [[DF2014:Cat]], those are generated from the raws. I'm not sure if that appears on any other types of pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:30, 23 June 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Creature font==&lt;br /&gt;
Are you alright if I change the font of the letters in the creature list? Sorry to say this but that font is kinda ugly. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:40, 29 June 2019 (UTC)&lt;br /&gt;
:Are you talking about [[DF2014:Creature]] or something else? I personally think that page looks fine, but what does it look like on your end? It might be some cross-browser issue that we can try to sort out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:56, 29 June 2019 (UTC)&lt;br /&gt;
::Yes I do mean that DF2014:Creature page. The font of the letters that resemble the creatures are this ugly &amp;quot;Times New Roman&amp;quot;-esque font that looks like an eyesore to me. It could be a much smoother looking font. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:55, 1 July 2019 (UTC)&lt;br /&gt;
:::I noticed the font looks ugly on Firefox and Edge but not in the Tor Browser. So yeah, there's a weird browser thing going on and I don't know how to fix things for specific browsers on wiki's... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:45, 1 July 2019 (UTC)&lt;br /&gt;
::::I'm guessing you don't have the &amp;quot;Century&amp;quot; font installed, or accessible in those browsers for some reason. For reference, [https://i.imgur.com/wD6QMoG.png here] is what it looks like for me, definitely not Times. I'll see if it can be standardized. Does {{Raw Tile|c|6:0}} look ok to you? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:33, 1 July 2019 (UTC)&lt;br /&gt;
:::::At some point in the possibly-recent past, those letters looked the same for me as it did you, but one day it just changed to the uglier font. Also, it's impossible to use the &amp;quot;Upload newer version of this file&amp;quot; function, as that always gives weird errors: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Could not read or write file &amp;quot;mwstore://local-backend/local-public/6/6c/Biome_evil.png&amp;quot; due to insufficient permissions or missing directories/containers.&amp;lt;/span&amp;gt; I'm assuming I don't have access to do that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:07, 2 July 2019 (UTC)&lt;br /&gt;
::::::I figured out the setting that controlled the font, it's the &amp;quot;Allow pages to choose their own fonts, instead of your selections above&amp;quot; choice, but turning this option off can spoil the fonts everywhere else on other sites. There's something about (my) Firefox that's not recognizing the Century font, even though I have it. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:36, 2 July 2019 (UTC)&lt;br /&gt;
:::::::Yeah, not sure it's worth working around browser settings. Does the {{Raw Tile|c|6:0}} from above look ok to you or the same as the one on the creatures page? Also, that error is definitely not intentional; I'll look into it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:57, 2 July 2019 (UTC)&lt;br /&gt;
::::::::The C there looks alright. Creature tile lists on other pages look fine as it's using the &amp;quot;Tile&amp;quot; template, so maybe something's wrong with the template being used in the creature page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:55, 3 July 2019 (UTC)&lt;br /&gt;
:::::::::It's a custom template being used for those tables that specifies the font itself. I changed the font to fall back to the ones that {{tl|Tile}} uses. Does it look ok now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 3 July 2019 (UTC)&lt;br /&gt;
::::::::::It does not. But when I use a different computer, it's fine there (still on Firefox). Yeah, I can't figure this out. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:54, 4 July 2019 (UTC)&lt;br /&gt;
{{od|10}}&lt;br /&gt;
I've cleared the cache on the server side (I don't remember if I did that before). If that still doesn't help, maybe clearing your browser's cache would help? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:29, 4 July 2019 (UTC)&lt;br /&gt;
::Well, I cleared 1GB worth of data, but that didn't fix the issue? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:14, 5 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BREAKING NEWS ==&lt;br /&gt;
&lt;br /&gt;
Here comes Supernerd... the coolest and greatest editor ever on [[Dwarf Fortress Wiki]]. --[[User:Supernerd|Supernerd]] ([[User talk:Supernerd|talk]]) 10:47, 12 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal to translate the Wiki into Spanish ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good I am an expert player in the game and I would like to translate the wiki to help the Spanish community in this great game.&lt;br /&gt;
Should I translate it as I could?. &lt;br /&gt;
Here's my email for the answer: cheekonobreeko@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Just signal boosting on someone else's behalf... ==&lt;br /&gt;
&lt;br /&gt;
...apparently a researcher with [http://www.bay12forums.com/smf/index.php?topic=174850.0 research] on [[book]]s got themselves [http://www.bay12forums.com/smf/index.php?topic=175133.0 locked out of the lab]. Any support for this?  &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:02, 7 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor server-side issues... ==&lt;br /&gt;
&lt;br /&gt;
1. Broken(404) HTML links [[Quotes|here]].&lt;br /&gt;
&lt;br /&gt;
2. Creature [[Giant earthworm|variation]] needs to be added [[Worm|here]]. &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:These aren't server-side issues - they can be fixed by editing the pages. In the first case, the forums moved from bay12games.com/forums to bay12forums.com/smf (I'm not sure when that happened, or if there used to be a redirect, but I would recommend {{tl|cite forum}} to make them future-proof). The second issue you pointed out happens when creature variations don't follow the typical naming pattern, but you can override the variations that the templates display. See [[blue jay]], [[bluejay man]], and [[giant bluejay]] for examples, and feel free to let me know if you have any questions about those templates. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:30, 22 December 2019 (UTC)&lt;br /&gt;
:Update: looks like there's also {{tl|forum link}} if you prefer to keep the text that the links currently use (for #1). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:33, 22 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== can't login... user:garrieirons ==&lt;br /&gt;
&lt;br /&gt;
yeah I tried all the things and posted on the forum.&lt;br /&gt;
&lt;br /&gt;
any advice on how to get a password reset?&lt;br /&gt;
&lt;br /&gt;
https://dwarffortresswiki.org/index.php/User:GarrieIrons&lt;br /&gt;
&lt;br /&gt;
Sorry if you're not an admin.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Garrie&lt;br /&gt;
&lt;br /&gt;
Symptom:&lt;br /&gt;
When I click the reset password link, and enter my user name (GarrieIrons) it tells me:&lt;br /&gt;
	'''A password reset email has already been sent, within the last 24 hours. To prevent abuse, only one password reset email will be sent per 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
Cheers again.&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
:Ok, so it sounds like you already requested a password reset - did you get an email? It should have come from do-not-reply@dwarffortresswiki.org (make sure it didn't get sent to your spam folder). If you don't have access to the email address you registered with anymore, I can try to reset it some other way. Also, where did you post on the forums? I didn't see anything from you on the wiki board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:36, 16 February 2020 (UTC)&lt;br /&gt;
::To be clear, every password reset has resulted in the message above, but, no email. Can you tell me is it going to a hotmail, or a gmail address? If not, I'm stumped and I'll start a different account? &lt;br /&gt;
::Also...ok I looked at threads I guess. I coulda sworn at some time in the past I asked about this on the forum but I'm not finding it (only the thread I thought I responded to).&lt;br /&gt;
::G&lt;br /&gt;
:::OK I found a PM thread on the forum, from ages ago, referring me to you...but I'd never followed up... 🤦‍♂️ &lt;br /&gt;
:::G.&lt;br /&gt;
:::Looks like your username at hotmail.com - do you still have access to that? I just sent you a test email from the wiki, so let me know if that goes through. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 18 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weirdness ensues... ==&lt;br /&gt;
&lt;br /&gt;
...Alright, maybe not, but then again...&lt;br /&gt;
[[Interaction_examples|this page]] is fine in Search, but spews redlinkery when linked to as if Ebola-infected - very puzzling. &lt;br /&gt;
---[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:16, 7 March 2020 (UTC) EDIT: And the mystery deepens, because apparently one has to be [[DF2014:Interaction_examples|very specific]] about phrasing...downright incantational,really...in order to get a clear result with this.&lt;br /&gt;
&lt;br /&gt;
:If you're in a versioned namespace (like DF2014), links will be within that namespace by default; otherwise, they will use the main namespace. Looks like a [https://dwarffortresswiki.org/index.php?title=Interaction_examples&amp;amp;action=history redirect was created] in this case and both of those links seem to work now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:56, 12 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obok Meatgod ==&lt;br /&gt;
&lt;br /&gt;
Hey Lethesor, thanks for all the work you do for DFhack. I have a favour to ask. I was using the &amp;quot;random page&amp;quot; feature and I stumbled upon [[Obok Meatgod|this article]]. The article is about an adventure mode game from the Bay12 forums where some dude modded genitals into his game so he could [do some really vile stuff]. I don't mean to bug ''you'' about it, but I'm getting an internal error when I try to start a talk page on the article. Basically, can you delete this article? I'm all for some good shock humour, and I know DF stories can get pretty brutal, but this doesn't really seem like it's supposed to be funny. The forum page it links back to just reads like some edge-lord's fanfic power fantasy. Maybe I'm mistaken and this ''is'' relevant to DF, but if not, mind doing me a favour and just purging it from the wiki?&lt;br /&gt;
--[[Special:Contributions/130.211.1.83|130.211.1.83]] 00:33, 2 April 2020 (UTC) Jon&lt;br /&gt;
:I did a bit of research - given that it was deleted from Bay12 and DFFD, I think I'll follow suit and delete it from here too. (It's not permanent here - an admin could always get it back.) Thanks for bringing it to my attention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 2 April 2020 (UTC)&lt;br /&gt;
::Thanks Lethesor! [[Special:Contributions/35.191.8.35|35.191.8.35]] 17:07, 2 April 2020 (UTC) Jon&lt;br /&gt;
&lt;br /&gt;
== Regarding a certain subst tag: ==&lt;br /&gt;
&lt;br /&gt;
(Stop me if I miss anything, please.)&lt;br /&gt;
&lt;br /&gt;
IIRC, its a since-deprecated holdover of some kind of Wikipedian affiliation, that is pretty much purge-on-sight when found in art licensing around here. The important question is, how to proceed, if at all, when evidence is discovered of apparent holdouts of that sort [https://dwarffortresswiki.org/index.php?search=subst%3A&amp;amp;title=Special%3ASearch&amp;amp;go=Go further afield], outside the verified-for-deletion parameters?  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:45, 4 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest [https://www.mediawiki.org/wiki/Help:Substitution MediaWiki's documentation] for information on what subst does. It's not specifically something that came from Wikipedia. One caveat is that if the template being substituted didn't exist when the page was saved, the subst: won't get replaced until you save the page again. However, in this case, it looks like I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=prev&amp;amp;oldid=249061 removed] the subst: part from where these templates were being used, so yes, on image pages, removing the &amp;quot;subst: prefix is fine.&lt;br /&gt;
:From the search results you linked, a lot of the subst occurrences appear to be in [https://meta.wikimedia.org/wiki/Help:Wikitext_examples#HTML_tags HTML comments], so they won't get substituted when the page is saved. They also won't be displayed to readers, though. I suspect that's either stuff left over from version migrations or moving things to templates. I wouldn't put too much effort into dealing with those, unless you find something on a current-version page (in which case I'd say move things out of the comment if they're relevant or delete them if they're obsolete). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:06, 6 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lost password/email request ==&lt;br /&gt;
&lt;br /&gt;
User: DDR&lt;br /&gt;
I've lost the email and password I apparently used to set up my account on this wiki, over a decade ago.&lt;br /&gt;
&lt;br /&gt;
I'm [http://www.bay12forums.com/smf/index.php?action=profile;u=20574 DDR on the forum], which I still have my login for… and the mantis bugtracker, and DFFD.&lt;br /&gt;
&lt;br /&gt;
Thank you. Sorry for the trouble.&lt;br /&gt;
&lt;br /&gt;
:Sent a PM on the forums. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:21, 28 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Further comment ==&lt;br /&gt;
&lt;br /&gt;
It's hard to continue to [[wikipedia:WP:AGF|assume good faith]] in [https://dwarffortresswiki.org/index.php?title=User_talk%3ASilverwing235&amp;amp;type=revision&amp;amp;diff=256707&amp;amp;oldid=256705 this case], when the user in question tries to bury discussion of their behavior. Obviously that tactic isn't very effective, but it's a far cry from the openness and transparency required for the wiki to function as a collaborative project. Anyway, I firmly believe in [[wikipedia:WP:AAGF|WP:AAGF]] as a part of [[wikipedia:WP:CIVIL|WP:CIVIL]], which is part of the point I tried to raise in that discussion (which was then ''erased''). I'm linking these policies not because I think you're unfamiliar, but because I want to be clear on where I'm coming from. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 17:48, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't have many of our own policies on things like this, but I'll take a look at the ones you linked since I'm not very familiar with them, particularly AAGF. It occurs to me that some of my comments may have come across as not following AAGF, and I apologize for that - I was (and still am) trying to follow AGF on my end, but it is challenging in this situation. I didn't intend to imply that you were not.&amp;lt;br&amp;gt;As for the talk page edits, [[wikipedia:WP:OWNTALK|WP:OWNTALK]] seems to match my thoughts on the matter. Silverwing235's comment appears (to me) to be a more explicit acknowledgement of the criticism you raised, rather than an implicit acknowledgement by just removing your comment. I think your criticism was understood, in any case.&amp;lt;br&amp;gt;(I do plan to respond to the AIV discussion, but am not sure how best to do that yet. In any case, I appreciate your concern for the wiki, and would like to find a solution that's acceptable to everyone involved.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:30, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point one: Yes, the notion about 'a more explicit acknowledgement' was accurate. A personal policy that I came up with re my talk page: 'If it would cause me significant emotional distress, either immediately or at any time during a review of the content, (aka: 'Nope, not having ''that'' around, causing trouble') it gets removed. If, IMHO, the removal itself would raise questions (as it appears to have done in this case) it will at least get a hopefully emotionally-neutral summary and acknowledgement of the thing that caused my upset to begin with.''' [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:27, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
Hello. I noticed in the recent changes you reverted the edit on [[Textile Industry]], and I realized that my edit on [[Expedition Leader]] falls in the same category. The problem is that, as long as they exist, those pages will always appear on autocomplete, and they won't redirect properly if left as is. So I propose that until a decision is made for them to be deleted, that they be allowed to redirect properly to not confuse people who find them through autocomplete, like me. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 20:51, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The underlying cause here is a Mediawiki bug with double redirects, discussed in detail at [[DF:REDIR]]'s talk page. Making ''any'' sort of edit to the first page in the chain will fix broken double redirects, so even though I reverted your edit, [[Textile Industry]] redirects correctly now, even from the search bar.&amp;lt;br&amp;gt;The other important point is that you need to use &amp;quot;cv&amp;quot; for the namespace in redirect targets - hardcoding a specific version like &amp;quot;DF2014&amp;quot; will have the wrong behavior when we add a new namespace. In this case, I have deleted the page you edited, since [[Expedition leader]] (lowercase L) already exists and turns up in search results (and follows [[DF:Rule N]]). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:16, 15 February 2021 (UTC)&lt;br /&gt;
::Very well. Thank you for your time. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 21:22, 15 February 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=256728</id>
		<title>User talk:Lethosor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Lethosor&amp;diff=256728"/>
		<updated>2021-02-15T20:51:33Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Redirect */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User:Lethosor/header}}&lt;br /&gt;
{{Archive|&lt;br /&gt;
* [[/archive1|Archive 1 &amp;lt;br&amp;gt;(February-August 2013)]]&lt;br /&gt;
* [[/archive2|Archive 2 &amp;lt;br&amp;gt;(Sept. 2013 - May 2014)]]&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Bot requests==&lt;br /&gt;
&amp;lt;div style=&amp;quot;&amp;quot; class=&amp;quot;plainlinks&amp;quot;&amp;gt;&lt;br /&gt;
[{{fullurl:User talk:Lethosor|action=edit&amp;amp;section=1&amp;amp;editintro={{urlencode:User:Lethosor/edit intro/bot}}}} '''Add a new request''']&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
To keep this organized, please add requests at the bottom of this section in a sub-section (e.g. === Title ===, with 3 = signs)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=== Underpopulated categories ===&lt;br /&gt;
&lt;br /&gt;
Many categories in the DF2014 namespace don't list some of the pages that have the category link. An empty edit on a page (well, any edit) will correct this, but only for that page. This sounds like a job for a bot. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 19:00, 21 July 2014 (UTC)&lt;br /&gt;
:I'm pretty sure that's a cache problem, so I'll try rebuilding link tables on the server side and see if that helps (it would probably be a lot faster than sending a bot around to null-edit every page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:41, 21 July 2014 (UTC)&lt;br /&gt;
::This has been fixed. The problem was that the server that actually runs the job queue was still using the old configuration (without the DF2014 namespace). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:17, 8 November 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagram ==&lt;br /&gt;
&lt;br /&gt;
Take a look over [[DF talk:diagram|here]]. [[User:VengefulDonut|VengefulDonut]] ([[User talk:VengefulDonut|talk]]) 15:45, 26 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ceramic Industry page assistance. ==&lt;br /&gt;
&lt;br /&gt;
(Message here) --[[User:DorfyDave|DorfyDave]] ([[User talk:DorfyDave|talk]]) 04:16, 24 August 2014 (UTC)&lt;br /&gt;
Thanks for the help with the ceramic industry stuff.&lt;br /&gt;
&lt;br /&gt;
I see what you are doing with the thumbnail workflows on other pages, so if you would rather it be small and let the reader expand it, that would be fine.&lt;br /&gt;
&lt;br /&gt;
I was thinking that the pages looked better with the intro section before the regular content, keeping it separate from the auto TOC / Header listed content, but if you prefer that everything follow the layered header format, that's fine.&lt;br /&gt;
&lt;br /&gt;
:My primary concern was the wrapping caused by inserting the full-size flowchart next to a section. It looks like you've addressed that by splitting up the flowchart, which looks good to me. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:48, 25 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Removing/restoring [[Main:Fruit]] ==&lt;br /&gt;
&lt;br /&gt;
Not that I am protesting it, but why exactly did you remove and then restore the [[Main:Fruit]] page? Because to me, all that happened now is that the creation entry on the page's history is gone, which isn't really anything notable either.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:03|August 26, 2014}} 13:03, 26 August 2014 (UTC)&lt;br /&gt;
:I deleted it at first because I didn't realize AutoRedirect wasn't handling section redirects properly, then restored it when I noticed it was broken. That article's [http://dwarffortresswiki.org/index.php?title=Fruit&amp;amp;action=history history] still shows your revision, so I'm not sure what you mean - is it missing from [[Special:RecentChanges]]? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:07, 26 August 2014 (UTC)&lt;br /&gt;
::The creation entry I was talking about was actually the first entry, and the entry that is now the only one was the second before you removed it. When I created the page I first had it directly redirect to [[cv:Tree#Fruit]], which after testing didn't work. I usually save the page when the preview doesn't show a red link and the link is correct, and after saving I test it, This time, however, the link in the preview was blue and correct, but actually following the redirect only led to [[cv:Tree]] instead of [[cv:Tree#Fruit]]. The entry you are seeing now is the result of fixing this by making it into a double redirect through [[cv:Fruit]].&lt;br /&gt;
:::It looks to me like your first edit was to [[DF2014:Fruit]] - when [[Main:Fruit]] didn't exist, it would have automatically redirected to [[DF2014:Fruit]], so it might have appeared to exist when it didn't. (The problem here is that I made AutoRedirect follow redirect chains internally, since Mediawiki's maximum-redirect setting is buggy, so a nonexistent [[Main:Fruit]] would actually redirect to what [[cv:Fruit]] redirects to - the problem is that it ignores sections at the moment, so section redirects will need to be manually created until I can fix that.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:18, 26 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== settings-manager ==&lt;br /&gt;
&lt;br /&gt;
I don't know where to put it because I don't have a github account and don't know if you have a personal thread for your scripts like the others, but couldn't you add a TEXT mode entry in line 116 of your settings-manager script?&lt;br /&gt;
--[[Special:Contributions/78.250.50.116|78.250.50.116]] 04:40, 18 September 2014 (UTC)&lt;br /&gt;
:I originally excluded it because it only works on Linux, but I'll add it back for Linux users. Thanks! &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:44, 18 September 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Interesting glitch with redirects ==&lt;br /&gt;
&lt;br /&gt;
I went to see what &amp;quot;Candy&amp;quot; was by going to a page named &amp;quot;Candy&amp;quot;, and I found out that it meant Adamantine. But I saw that I got redirected to [[v0.34:Adamantine]], which shouldn't happen seeing as mainspace redirects should always go to the cv namespace. So I went back to fix it, and I saw that [[main:Candy]] redirected to [[main:Adamantine]], so I went there to fix it. But that page redirected properly to [[DF2014:Adamantine]]. This is where it gets interesting.&lt;br /&gt;
&lt;br /&gt;
So when you go to [[main:Candy]], you get redirected to [[main:Adamantine]] which in turn redirects to [[DF2014:Adamantine]]. But - for some reason, you don't get sent to [[DF2014:Adamantine]], but to [[v0.34:Adamantine]]. Going to [[main:Adamantine]] in the first place redirects you to [[DF2014:Adamantine]] properly.&lt;br /&gt;
&lt;br /&gt;
I have no idea how this happens, and since you maintain most of the wiki, I think you would be the right person to tell this to.&lt;br /&gt;
--{{User:Latias1290/Sig/src|13:42|November 01, 2014}} 13:42, 1 November 2014 (UTC)&lt;br /&gt;
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:My best guess is that the [[Main:Candy]] redirect is cached and still points to [[v0.34:Adamantine]]. Our [[DF:REDIR|new policy]] is to keep redirects in versioned namespaces, so feel free to tag any broken redirects (in the main namespace) that you find with {{tl|bad redirect}} and I'll delete them. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 14:48, 1 November 2014 (UTC)&lt;br /&gt;
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:I just saw a redlink on the exploratory tunnels page(redlink to [[DF2014:Break]]) and went to create it, when I discovered that the pages for Break existed for 23a and 40d, but not for 34.11 and 40.x. I went to check those to import content, and they turned out to be redirects. So I just redirected [[DF2014:Break]] to [[DF2014:On break]] and when I went to create additional redirects in the mainspace, I found that [[main:Break]] redirects to [[main:On break]] which redirects to [[cv:On break]]. But, again, it ultimately did not redirect to cv:On break but to v0.34:Break. I think that if it is indeed a cache problem we should rebuild redirect caches. {{User:Latias1290/Sig/src|12:08|November 02, 2014}}&lt;br /&gt;
:PS: Or just batch-delete all of this kind of redirects. {{User:Latias1290/Sig/src|12:09|November 02, 2014}}&lt;br /&gt;
:I don't like &amp;quot;bumping&amp;quot; this message like this, but since it's rather annoying, and ten days have been since I told you, almost all of these redirects are broken. Take a look at [[main:Aluminium]] for example, it goes to its 34.11 page. I think that it goes like this; when a page in the mainspace redirects to another page in the mainspace, which in turn goes to a cv space page, it goes to 0.34 instead of the current version. Going to the main&amp;gt;cv redirect initially does not cause this glitch. {{User:Latias1290/Sig/src|12:46|November 12, 2014}}&lt;br /&gt;
::It would be helpful if you could add {{tl|bad redirect}} to those pages (preferably before the &amp;quot;#REDIRECT&amp;quot; line) so I can delete them. I'm not sure what's causing the problem, but I'll see if I can override broken redirects with the AutoRedirect extension as well. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:18, 12 November 2014 (UTC)&lt;br /&gt;
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== Migrated citations ==&lt;br /&gt;
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As seen on [[DF2014:Dragonfire]], migrated citations can become confused, pointing to non-existent pages. I'm not sure how to fix it, but in general citations shouldn't automatically change what they are pointing at.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 18:26, 14 November 2014 (UTC)&lt;br /&gt;
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== &amp;lt;nowiki&amp;gt;{{ArticleVersion}}&amp;lt;/nowiki&amp;gt; bug ==&lt;br /&gt;
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I just found another very strange bug regarding the articleversion template. The more research I did on it, the weirder it got. The bug is that when you are not logged in, and you visit a non-DF2014 page with an av template, the latest version shows as v0.40.16 instead of v0.40.18. {{User:Latias1290/Sig/src|10:17|November 25, 2014}}&lt;br /&gt;
PS: This bug does not replicate when you are logged in. {{User:Latias1290/Sig/src|10:19|November 25, 2014}}&lt;br /&gt;
:This is because pages are cached for logged-out users. You can refresh individual pages by adding &amp;quot;?action=purge&amp;quot; to the end of the URL (or possibly by null-editing them). It appears to occur in DF2014 pages as well - [[DF2014:Hemp]], for example. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:49, 25 November 2014 (UTC)&lt;br /&gt;
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== Lost password request ==&lt;br /&gt;
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I've forgotten my password. User: Bumber&lt;br /&gt;
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:You don't seem to have an email address associated with your account. I sent a message to Bumber on the forums, assuming that's you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 30 April 2016 (UTC)&lt;br /&gt;
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Thanks.&lt;br /&gt;
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== Redirects ==&lt;br /&gt;
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Thank you for the correction. I felt I might be doing it wrong but couldn't find an example of it done right to copy. Now I know. :) [[User:Volatar|Volatar]] ([[User talk:Volatar|talk]]) 16:02, 30 July 2015 (UTC)&lt;br /&gt;
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== v0.42.05 raws update ==&lt;br /&gt;
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Just a friendly reminder that the wiki raws need updated to pick up the [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;amp;diff=222917&amp;amp;oldid=222913 new critters in v0.42.05]. It would also be nice if your bot could auto-create the new creature pages so we don't end up with [[back bear man]] and the like.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:05, 2 February 2016 (UTC)&lt;br /&gt;
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:Quietust updated the extension, but I'm having trouble deploying the changes for some reason (which Emily can hopefully figure out). I don't know if I'll have enough time this/next week to write a script to create the new creature pages - if not, Quietust might have something still laying around from 0.34/0.40. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 17:45, 6 February 2016 (UTC)&lt;br /&gt;
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== Page move reminder ==&lt;br /&gt;
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[[DF2014:Box]] to [[DF2014:Container]] please. [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 23:01, 7 July 2016 (UTC)&lt;br /&gt;
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:Done. It took me a second to figure out what the issue was - I'm surprised Mediawiki wouldn't let you move a page over another one that was just a redirect. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:21, 10 July 2016 (UTC)&lt;br /&gt;
::Thanks! [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 22:50, 11 July 2016 (UTC)&lt;br /&gt;
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== v0.43.05 raws update ==&lt;br /&gt;
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Just a friendly reminder that the wiki raws need updated to pick up the changes through v0.43.05.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:48, 2 August 2016 (UTC)&lt;br /&gt;
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:Done. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:43, 22 August 2016 (UTC)&lt;br /&gt;
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== Multiple redirects leads to incorrect namespace ==&lt;br /&gt;
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Discussion here: [[Dwarf_Fortress_Wiki_talk:Centralized_Discussion#Solution_for_this]] [[User:Brightgalrs|Brightgalrs]] ([[User talk:Brightgalrs|talk]]) 10:49, 21 November 2016 (UTC)&lt;br /&gt;
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== Vandalism ==&lt;br /&gt;
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We had an attack on August 3rd. [[Talk:Main Page (fix plz)]] ‎needs moved back to Talk:Main Page, and the rest of [http://dwarffortresswiki.org/index.php/Special:Contributions/Etihand the vandal's handiwork] can just be deleted. I can't think of any legitimate reason a user would need to move Talk:Main Page, so it should probably be move-locked to prevent future hijacks.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 15:53, 7 August 2017 (UTC)&lt;br /&gt;
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:It should be cleaned up now. Sorry for the delay there. [[Main Page]] was already move-protected, but apparently that didn't apply to the talk page, so both should be move-protected now too. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:29, 8 August 2017 (UTC)&lt;br /&gt;
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== Sorry, I need a password reset ==&lt;br /&gt;
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I just logged in, saw the post about passwords needing to be changed. (Feeling all smart since I just setup a password manager) I updated my password, only to realize I didn't save the new password correctly in the manager. I tried to reset it but the wiki had a note saying to contact you since it can't do outbound email right now.&lt;br /&gt;
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My user name is [[Frobnic8]]. &lt;br /&gt;
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My most notable contribution here are the PDF versions of the old Bronzemurder illustration by Tim Denee: [[Bronzemurder]]&lt;br /&gt;
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The files are still hosted at my website. To prove it's me, I've also left you a note at http://eldritch.org/erskin/temp/df_wiki.txt&lt;br /&gt;
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Sorry for the hassle, but if you could set me a temporary password or send me a link to a password reset to the associated email address for the account, that'd be awesome.&lt;br /&gt;
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Thanks!&lt;br /&gt;
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--[[Special:Contributions/70.163.4.102|70.163.4.102]] 15:40, 30 October 2017 (UTC)&lt;br /&gt;
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:Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:59, 1 November 2017 (UTC)&lt;br /&gt;
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::Thanks! --[[User:Frobnic8|Frobnic8]] ([[User talk:Frobnic8|talk]]) 02:51, 1 November 2017 (UTC)&lt;br /&gt;
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== Password reset ==&lt;br /&gt;
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I could have sworn I did this already, but now there's no sign of my edit here. Dunno what happened to it. Can I please get a password reset for user Urist McDorf. I believe the email info associated is still good (j*y@y*m). Thanks. [[Special:Contributions/108.49.199.220|108.49.199.220]] 06:56, 1 November 2017 (UTC)&lt;br /&gt;
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== Totally failed to make an account ==&lt;br /&gt;
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Really think I did everything right.&lt;br /&gt;
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The Captcha app you are using says it &amp;quot;shutdown&amp;quot; on 3-31-2018 so i'm wondering if that's the issue. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:216.201.251.142|216.201.251.142]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:Yeah, we know about it. Emi and Briess are working on some upgrades, and we'll try to upgrade the captcha once it's done. In the meantime, you can PM me on the forums (or email me at gmail.com) and I think I can set up an account for you. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:41, 13 April 2018 (UTC)&lt;br /&gt;
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== Chemist Page Quality Rating ==&lt;br /&gt;
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The quality rating of the [[chemist]] page is listed as *Superior*, despite being a stub. I can't even decrease the quality down to +Fine+ using the rating script.&lt;br /&gt;
I added the memory attribute as stated by Toady's recent FotF reply, and I'll insert the relevant [[topics]] for the skill, but there's probably a lot more work to be done.&lt;br /&gt;
--[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 06:39, 1 June 2018 (UTC)&lt;br /&gt;
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:The &amp;quot;override&amp;quot; link [http://dwarffortresswiki.org/index.php?title=DF2014:Chemist&amp;amp;action=history worked for me]. You have to click on the rating at the top that you want to select, then submit. The calculated score is unreliable, to say the least. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 16:27, 1 June 2018 (UTC)&lt;br /&gt;
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::I couldn't figure out how the override worked and just assumed it was an admin thing. Didn't realize you had to click one of the quality options at the top. &amp;amp;mdash;[[User:Bumber|Bumber]] ([[User talk:Bumber|talk]]) 22:18, 3 June 2018 (UTC)&lt;br /&gt;
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== [Proposition] - Wiki preview popups ==&lt;br /&gt;
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Hi there.&lt;br /&gt;
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I've read quite a bit of wikipedia these last few days (the real wikipedia website), and I've come to use their preview feature quite a few times.&lt;br /&gt;
In case you don't know, the preview is a little JS pop-up that shows an image and some text when you hover a link.&lt;br /&gt;
So, you get a rough idea of what the thing is, and you don't have to load the full page (you can still if you click the link).&lt;br /&gt;
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This feature is not in DF wiki, and I was thinking maybe it could be, as it greatly increase readability (since you don't have to open a new page, read the first few lines, go back, and waste time figuring out where you were; for every topic you're unaware of).&lt;br /&gt;
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I'm not sure whether I should ask you, or Briess or anyone, but since you've made quite some wiki Extensions, I'll ask anyway.&lt;br /&gt;
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So, do you think it could be a viable idea to turn this feature on ?&lt;br /&gt;
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Here's a mediawiki tutorial on how to set this up, just in case :&lt;br /&gt;
[https://www.mediawiki.org/wiki/Extension:Popups]&lt;br /&gt;
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Cheers ! =D&lt;br /&gt;
- Spriggans&lt;br /&gt;
Aug, 17 2018&lt;br /&gt;
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:It does sound useful, but it claims to require MediaWiki 1.25+, so it'll probably have to wait until we finish upgrading. There are instructions for 1.24 or earlier in the article, though - I'm not sure how far back &amp;quot;or earlier&amp;quot; includes. The two extensions it depends on, TextExtracts and PageImages, require 1.23+ and 1.25+ respectively, so it's unlikely that it'll work on our current (pre-upgrade) setup. &lt;br /&gt;
:(I am a good person to ask, by the way, and &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; is probably a more convenient way to sign comments.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 15:14, 17 August 2018 (UTC)&lt;br /&gt;
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== Aesthetically Pleasing Things ==&lt;br /&gt;
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I know I posted this before but... do I have your permission to spice up some of the templates of tables? I could make some look better and &amp;quot;cleaner&amp;quot; than they do now. Also, are there any plans to change the default look of the wiki? I don't mean this in a nasty way, white with black text is pretty... generic. - [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 14:20, 4 June 2019 (UTC)&lt;br /&gt;
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== Auto-Welcome ==&lt;br /&gt;
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It looks like your bot is automatically welcoming editors. Unfortunately, due to the nature of rotating IP addresses, it appears your bot has [//www.dwarffortresswiki.org/index.php/Special:Contributions/LethosorBot welcomed one anonymous user] 7 times in the last 5 days. Perhaps it would be best to restrict auto-welcoming to non-IP users?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:55, 16 June 2019 (UTC)&lt;br /&gt;
:Yeah, that's the AutoWelcomeUser extension (just set up to attribute edits to my bot). I definitely agree that it should be changed, and I'll look into it. Fun fact: this was enabled on the old wiki, but I had written it for a ''slightly'' newer Mediawiki version, so I had forgotten about it since it didn't actually work until we upgraded. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 16 June 2019 (UTC)&lt;br /&gt;
:I think this is fixed now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:57, 18 June 2019 (UTC)&lt;br /&gt;
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== On &amp;quot;Acceptable&amp;quot; Commas ==&lt;br /&gt;
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Regarding [//www.dwarffortresswiki.org/index.php?title=DF2014:World_generation&amp;amp;curid=32663&amp;amp;diff=245045&amp;amp;oldid=245044 this edit]:&lt;br /&gt;
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Per the [//en.wikipedia.org/wiki/Wikipedia:Manual_of_Style Wikipedia Manual of Style] (referenced as [[Dwarf_Fortress_Wiki:Community_Portal#S|Rule S]]): &amp;quot;Where more than one style is acceptable under MoS, editors should not change an article from one of those styles to another without a good reason.&amp;quot;&lt;br /&gt;
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So, while that comma is indeed &amp;quot;acceptable&amp;quot; (or optional), editing to add that optional comma is not. I intentionally did not put a comma there when I added that sentence, and I believe my punctuational preference is at least as valid as ‎Silverwing235's.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 23:12, 17 June 2019 (UTC)&lt;br /&gt;
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:I'm not convinced that comma is optional, but I didn't realize you had added that sentence (I thought it was part of the original quote from Toady before your changes, so I was mistakenly applying rule S there as well). Apologies, and it's your call as to what to do there. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:21, 17 June 2019 (UTC)&lt;br /&gt;
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== Embark points ==&lt;br /&gt;
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There's no page explaining embark points in-depth; can I make such a page? Or at least add it to the embark page? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:39, 21 June 2019 (UTC)&lt;br /&gt;
: I'd add it to the embark page since I'm not sure it warrants a separate page unless it's a ''lot'' of detail (i.e. more than the current embark page). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 19:43, 21 June 2019 (UTC)&lt;br /&gt;
:: With what I have planned, there's a ton of things I can go over which can fill a page. I can make a &amp;quot;workbench&amp;quot;/fake page and you can tell me if it's worthy or not. Also, is it possible to put things in &amp;quot;collapsable/expandable&amp;quot; tables to not badly stretch out pages? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:14, 22 June 2019 (UTC)&lt;br /&gt;
:: Sorry, one more thing. You know the &amp;quot;Urist likes [something] for their [something].&amp;quot;? Are these made up on the spot or is that info taken directly from somewhere? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 04:59, 22 June 2019 (UTC)&lt;br /&gt;
::: I'm not sure how much detail you can go into about just embark points, but sure, feel free to make a test page if you like and I can provide some input. I wouldn't put things in collapsible tables just because of page length, because pretty much no other page does that (except for some things that aren't really part of the content of a page, like nav boxes and raws). If you're referring to things like &amp;quot;Urist likes [creature]&amp;quot; from pages like [[DF2014:Cat]], those are generated from the raws. I'm not sure if that appears on any other types of pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:30, 23 June 2019 (UTC)&lt;br /&gt;
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==Creature font==&lt;br /&gt;
Are you alright if I change the font of the letters in the creature list? Sorry to say this but that font is kinda ugly. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 01:40, 29 June 2019 (UTC)&lt;br /&gt;
:Are you talking about [[DF2014:Creature]] or something else? I personally think that page looks fine, but what does it look like on your end? It might be some cross-browser issue that we can try to sort out. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:56, 29 June 2019 (UTC)&lt;br /&gt;
::Yes I do mean that DF2014:Creature page. The font of the letters that resemble the creatures are this ugly &amp;quot;Times New Roman&amp;quot;-esque font that looks like an eyesore to me. It could be a much smoother looking font. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 19:55, 1 July 2019 (UTC)&lt;br /&gt;
:::I noticed the font looks ugly on Firefox and Edge but not in the Tor Browser. So yeah, there's a weird browser thing going on and I don't know how to fix things for specific browsers on wiki's... -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 20:45, 1 July 2019 (UTC)&lt;br /&gt;
::::I'm guessing you don't have the &amp;quot;Century&amp;quot; font installed, or accessible in those browsers for some reason. For reference, [https://i.imgur.com/wD6QMoG.png here] is what it looks like for me, definitely not Times. I'll see if it can be standardized. Does {{Raw Tile|c|6:0}} look ok to you? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:33, 1 July 2019 (UTC)&lt;br /&gt;
:::::At some point in the possibly-recent past, those letters looked the same for me as it did you, but one day it just changed to the uglier font. Also, it's impossible to use the &amp;quot;Upload newer version of this file&amp;quot; function, as that always gives weird errors: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Could not read or write file &amp;quot;mwstore://local-backend/local-public/6/6c/Biome_evil.png&amp;quot; due to insufficient permissions or missing directories/containers.&amp;lt;/span&amp;gt; I'm assuming I don't have access to do that? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:07, 2 July 2019 (UTC)&lt;br /&gt;
::::::I figured out the setting that controlled the font, it's the &amp;quot;Allow pages to choose their own fonts, instead of your selections above&amp;quot; choice, but turning this option off can spoil the fonts everywhere else on other sites. There's something about (my) Firefox that's not recognizing the Century font, even though I have it. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:36, 2 July 2019 (UTC)&lt;br /&gt;
:::::::Yeah, not sure it's worth working around browser settings. Does the {{Raw Tile|c|6:0}} from above look ok to you or the same as the one on the creatures page? Also, that error is definitely not intentional; I'll look into it. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:57, 2 July 2019 (UTC)&lt;br /&gt;
::::::::The C there looks alright. Creature tile lists on other pages look fine as it's using the &amp;quot;Tile&amp;quot; template, so maybe something's wrong with the template being used in the creature page. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 12:55, 3 July 2019 (UTC)&lt;br /&gt;
:::::::::It's a custom template being used for those tables that specifies the font itself. I changed the font to fall back to the ones that {{tl|Tile}} uses. Does it look ok now? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 21:56, 3 July 2019 (UTC)&lt;br /&gt;
::::::::::It does not. But when I use a different computer, it's fine there (still on Firefox). Yeah, I can't figure this out. -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 07:54, 4 July 2019 (UTC)&lt;br /&gt;
{{od|10}}&lt;br /&gt;
I've cleared the cache on the server side (I don't remember if I did that before). If that still doesn't help, maybe clearing your browser's cache would help? &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 18:29, 4 July 2019 (UTC)&lt;br /&gt;
::Well, I cleared 1GB worth of data, but that didn't fix the issue? -- [[User:Zippy|Zippy]] ([[User talk:Zippy|talk]]) 03:14, 5 July 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== BREAKING NEWS ==&lt;br /&gt;
&lt;br /&gt;
Here comes Supernerd... the coolest and greatest editor ever on [[Dwarf Fortress Wiki]]. --[[User:Supernerd|Supernerd]] ([[User talk:Supernerd|talk]]) 10:47, 12 September 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal to translate the Wiki into Spanish ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Good I am an expert player in the game and I would like to translate the wiki to help the Spanish community in this great game.&lt;br /&gt;
Should I translate it as I could?. &lt;br /&gt;
Here's my email for the answer: cheekonobreeko@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Just signal boosting on someone else's behalf... ==&lt;br /&gt;
&lt;br /&gt;
...apparently a researcher with [http://www.bay12forums.com/smf/index.php?topic=174850.0 research] on [[book]]s got themselves [http://www.bay12forums.com/smf/index.php?topic=175133.0 locked out of the lab]. Any support for this?  &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 12:02, 7 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor server-side issues... ==&lt;br /&gt;
&lt;br /&gt;
1. Broken(404) HTML links [[Quotes|here]].&lt;br /&gt;
&lt;br /&gt;
2. Creature [[Giant earthworm|variation]] needs to be added [[Worm|here]]. &lt;br /&gt;
--[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:09, 21 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
:These aren't server-side issues - they can be fixed by editing the pages. In the first case, the forums moved from bay12games.com/forums to bay12forums.com/smf (I'm not sure when that happened, or if there used to be a redirect, but I would recommend {{tl|cite forum}} to make them future-proof). The second issue you pointed out happens when creature variations don't follow the typical naming pattern, but you can override the variations that the templates display. See [[blue jay]], [[bluejay man]], and [[giant bluejay]] for examples, and feel free to let me know if you have any questions about those templates. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:30, 22 December 2019 (UTC)&lt;br /&gt;
:Update: looks like there's also {{tl|forum link}} if you prefer to keep the text that the links currently use (for #1). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 06:33, 22 December 2019 (UTC)&lt;br /&gt;
&lt;br /&gt;
== can't login... user:garrieirons ==&lt;br /&gt;
&lt;br /&gt;
yeah I tried all the things and posted on the forum.&lt;br /&gt;
&lt;br /&gt;
any advice on how to get a password reset?&lt;br /&gt;
&lt;br /&gt;
https://dwarffortresswiki.org/index.php/User:GarrieIrons&lt;br /&gt;
&lt;br /&gt;
Sorry if you're not an admin.&lt;br /&gt;
&lt;br /&gt;
Cheers,&lt;br /&gt;
Garrie&lt;br /&gt;
&lt;br /&gt;
Symptom:&lt;br /&gt;
When I click the reset password link, and enter my user name (GarrieIrons) it tells me:&lt;br /&gt;
	'''A password reset email has already been sent, within the last 24 hours. To prevent abuse, only one password reset email will be sent per 24 hours.'''&lt;br /&gt;
&lt;br /&gt;
Cheers again.&lt;br /&gt;
G&lt;br /&gt;
&lt;br /&gt;
:Ok, so it sounds like you already requested a password reset - did you get an email? It should have come from do-not-reply@dwarffortresswiki.org (make sure it didn't get sent to your spam folder). If you don't have access to the email address you registered with anymore, I can try to reset it some other way. Also, where did you post on the forums? I didn't see anything from you on the wiki board. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:36, 16 February 2020 (UTC)&lt;br /&gt;
::To be clear, every password reset has resulted in the message above, but, no email. Can you tell me is it going to a hotmail, or a gmail address? If not, I'm stumped and I'll start a different account? &lt;br /&gt;
::Also...ok I looked at threads I guess. I coulda sworn at some time in the past I asked about this on the forum but I'm not finding it (only the thread I thought I responded to).&lt;br /&gt;
::G&lt;br /&gt;
:::OK I found a PM thread on the forum, from ages ago, referring me to you...but I'd never followed up... 🤦‍♂️ &lt;br /&gt;
:::G.&lt;br /&gt;
:::Looks like your username at hotmail.com - do you still have access to that? I just sent you a test email from the wiki, so let me know if that goes through. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:24, 18 February 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weirdness ensues... ==&lt;br /&gt;
&lt;br /&gt;
...Alright, maybe not, but then again...&lt;br /&gt;
[[Interaction_examples|this page]] is fine in Search, but spews redlinkery when linked to as if Ebola-infected - very puzzling. &lt;br /&gt;
---[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 21:16, 7 March 2020 (UTC) EDIT: And the mystery deepens, because apparently one has to be [[DF2014:Interaction_examples|very specific]] about phrasing...downright incantational,really...in order to get a clear result with this.&lt;br /&gt;
&lt;br /&gt;
:If you're in a versioned namespace (like DF2014), links will be within that namespace by default; otherwise, they will use the main namespace. Looks like a [https://dwarffortresswiki.org/index.php?title=Interaction_examples&amp;amp;action=history redirect was created] in this case and both of those links seem to work now. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:56, 12 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obok Meatgod ==&lt;br /&gt;
&lt;br /&gt;
Hey Lethesor, thanks for all the work you do for DFhack. I have a favour to ask. I was using the &amp;quot;random page&amp;quot; feature and I stumbled upon [[Obok Meatgod|this article]]. The article is about an adventure mode game from the Bay12 forums where some dude modded genitals into his game so he could [do some really vile stuff]. I don't mean to bug ''you'' about it, but I'm getting an internal error when I try to start a talk page on the article. Basically, can you delete this article? I'm all for some good shock humour, and I know DF stories can get pretty brutal, but this doesn't really seem like it's supposed to be funny. The forum page it links back to just reads like some edge-lord's fanfic power fantasy. Maybe I'm mistaken and this ''is'' relevant to DF, but if not, mind doing me a favour and just purging it from the wiki?&lt;br /&gt;
--[[Special:Contributions/130.211.1.83|130.211.1.83]] 00:33, 2 April 2020 (UTC) Jon&lt;br /&gt;
:I did a bit of research - given that it was deleted from Bay12 and DFFD, I think I'll follow suit and delete it from here too. (It's not permanent here - an admin could always get it back.) Thanks for bringing it to my attention. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:24, 2 April 2020 (UTC)&lt;br /&gt;
::Thanks Lethesor! [[Special:Contributions/35.191.8.35|35.191.8.35]] 17:07, 2 April 2020 (UTC) Jon&lt;br /&gt;
&lt;br /&gt;
== Regarding a certain subst tag: ==&lt;br /&gt;
&lt;br /&gt;
(Stop me if I miss anything, please.)&lt;br /&gt;
&lt;br /&gt;
IIRC, its a since-deprecated holdover of some kind of Wikipedian affiliation, that is pretty much purge-on-sight when found in art licensing around here. The important question is, how to proceed, if at all, when evidence is discovered of apparent holdouts of that sort [https://dwarffortresswiki.org/index.php?search=subst%3A&amp;amp;title=Special%3ASearch&amp;amp;go=Go further afield], outside the verified-for-deletion parameters?  [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 13:45, 4 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I suggest [https://www.mediawiki.org/wiki/Help:Substitution MediaWiki's documentation] for information on what subst does. It's not specifically something that came from Wikipedia. One caveat is that if the template being substituted didn't exist when the page was saved, the subst: won't get replaced until you save the page again. However, in this case, it looks like I [https://dwarffortresswiki.org/index.php?title=MediaWiki:Licenses&amp;amp;diff=prev&amp;amp;oldid=249061 removed] the subst: part from where these templates were being used, so yes, on image pages, removing the &amp;quot;subst: prefix is fine.&lt;br /&gt;
:From the search results you linked, a lot of the subst occurrences appear to be in [https://meta.wikimedia.org/wiki/Help:Wikitext_examples#HTML_tags HTML comments], so they won't get substituted when the page is saved. They also won't be displayed to readers, though. I suspect that's either stuff left over from version migrations or moving things to templates. I wouldn't put too much effort into dealing with those, unless you find something on a current-version page (in which case I'd say move things out of the comment if they're relevant or delete them if they're obsolete). &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:06, 6 April 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Lost password/email request ==&lt;br /&gt;
&lt;br /&gt;
User: DDR&lt;br /&gt;
I've lost the email and password I apparently used to set up my account on this wiki, over a decade ago.&lt;br /&gt;
&lt;br /&gt;
I'm [http://www.bay12forums.com/smf/index.php?action=profile;u=20574 DDR on the forum], which I still have my login for… and the mantis bugtracker, and DFFD.&lt;br /&gt;
&lt;br /&gt;
Thank you. Sorry for the trouble.&lt;br /&gt;
&lt;br /&gt;
:Sent a PM on the forums. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:21, 28 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Further comment ==&lt;br /&gt;
&lt;br /&gt;
It's hard to continue to [[wikipedia:WP:AGF|assume good faith]] in [https://dwarffortresswiki.org/index.php?title=User_talk%3ASilverwing235&amp;amp;type=revision&amp;amp;diff=256707&amp;amp;oldid=256705 this case], when the user in question tries to bury discussion of their behavior. Obviously that tactic isn't very effective, but it's a far cry from the openness and transparency required for the wiki to function as a collaborative project. Anyway, I firmly believe in [[wikipedia:WP:AAGF|WP:AAGF]] as a part of [[wikipedia:WP:CIVIL|WP:CIVIL]], which is part of the point I tried to raise in that discussion (which was then ''erased''). I'm linking these policies not because I think you're unfamiliar, but because I want to be clear on where I'm coming from. '''—'''[[User:Sriefmadsakzro|'''οɼѕаk''']] 17:48, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We don't have many of our own policies on things like this, but I'll take a look at the ones you linked since I'm not very familiar with them, particularly AAGF. It occurs to me that some of my comments may have come across as not following AAGF, and I apologize for that - I was (and still am) trying to follow AGF on my end, but it is challenging in this situation. I didn't intend to imply that you were not.&amp;lt;br&amp;gt;As for the talk page edits, [[wikipedia:WP:OWNTALK|WP:OWNTALK]] seems to match my thoughts on the matter. Silverwing235's comment appears (to me) to be a more explicit acknowledgement of the criticism you raised, rather than an implicit acknowledgement by just removing your comment. I think your criticism was understood, in any case.&amp;lt;br&amp;gt;(I do plan to respond to the AIV discussion, but am not sure how best to do that yet. In any case, I appreciate your concern for the wiki, and would like to find a solution that's acceptable to everyone involved.) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:30, 14 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Point one: Yes, the notion about 'a more explicit acknowledgement' was accurate. A personal policy that I came up with re my talk page: 'If it would cause me significant emotional distress, either immediately or at any time during a review of the content, (aka: 'Nope, not having ''that'' around, causing trouble') it gets removed. If, IMHO, the removal itself would raise questions (as it appears to have done in this case) it will at least get a hopefully emotionally-neutral summary and acknowledgement of the thing that caused my upset to begin with.''' [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 11:27, 15 February 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
Hello. I noticed in the recent changes you reverted the edit on [[Textile Industry]], and I realized that my edit on [[Expedition Leader]] falls in the same category. The problem is that, as long as they exist, those pages will always appear on autocomplete, and they won't redirect properly if left as is. So I propose that until a decision is made for them to be deleted, that they be allowed to redirect properly to not confuse people who find them through autocomplete, like me. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 20:51, 15 February 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=191304</id>
		<title>Dwarf Fortress Wiki:Page request/List</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Page_request/List&amp;diff=191304"/>
		<updated>2013-08-07T14:07:34Z</updated>

		<summary type="html">&lt;p&gt;Lurker: /* Redirect requests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{page request header|List of page requests}}&lt;br /&gt;
:''This is a '''list''' of page requests. You may be looking for the [[DF:PR|Wizard]] instead.''&lt;br /&gt;
&lt;br /&gt;
{{page request footer}}&lt;br /&gt;
== Article requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talk page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User page requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (if you're NOT using {{upr|~~~}}, remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
{{upr|[[User:Theit8514|Theit8514]] ([[User talk:Theit8514|talk]])}}&lt;br /&gt;
:Created. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 23:37, 30 June 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirect requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;br /&gt;
[[dfhack]], [[DFHack]] and [[DF2012:DFHack]] to [[Utility:DFHack]]. --[[User:Lurker|Lurker]] ([[User talk:Lurker|talk]]) 14:07, 7 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&amp;lt;!-- Add new requests directly below this line (remember to sign with ~~~~). Don't forget to save using the &amp;quot;Save page&amp;quot; button below! --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=188350</id>
		<title>v0.34:Megaprojects</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Megaprojects&amp;diff=188350"/>
		<updated>2013-06-21T12:30:44Z</updated>

		<summary type="html">&lt;p&gt;Lurker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|20:25, 30 April 2013 (UTC)}}&lt;br /&gt;
{{av}}{{old}}&lt;br /&gt;
&lt;br /&gt;
Instead of deliberately inhibiting yourself, create a wonder of the dwarven world that would make the Mountainhomes proud. Be sure to upload it to the [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] when it's finished. More projects can be found where [[Stupid_dwarf_trick|stupid dwarves try crazy tricks]]. Incredible feats of construction are usually very [[Fun|fun]] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious.&lt;br /&gt;
&lt;br /&gt;
===Aqueducts===&lt;br /&gt;
For some reason, a noble was harmlessly pulling a lever when suddenly, magma flooded the river and exploded the booze! The king requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-levels high!&lt;br /&gt;
&lt;br /&gt;
*Bonus: Start over a human town, build a wall around it, pump water through the aqueduct and into it!&lt;br /&gt;
*Bonus: Mod the game so you can start on the dwarven capital and actually bring about the story.&lt;br /&gt;
*Bonus: Once you have completed your aqueduct, embark in a slightly different location and build the next section. repeat until you've built it all the way to the capital!&lt;br /&gt;
&lt;br /&gt;
Variation: On a map containing a river, completely enclose it with glass walls, and floors.  Use overhead pipe sections to move the water to places more &amp;lt;s&amp;gt;convenient&amp;lt;/s&amp;gt; Fun.&lt;br /&gt;
&lt;br /&gt;
===Biodome===&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants... well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
No pits/underground rivers/magma vents allowed.&lt;br /&gt;
&lt;br /&gt;
===Casting===&lt;br /&gt;
Who needs to construct giant statues?! We need ours made from natural walls, however, we want it above ground level as well. For casting your goal is to create some giant structure out of natural obsidian walls through the use of an extremely elaborate scaffold of lava and water pools and screw pumps. When you are finished, just deconstruct the scaffolding and smooth/engrave the statue as you go. Just imagine the bridge over that chasm, now complete with two giant dwarf statues on either side to strike fear into all who enter and to show them the power of your fortress.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statues spit lava.&lt;br /&gt;
&lt;br /&gt;
===Castle===&lt;br /&gt;
Build a castle, greater than anything built by human, elf or dwarf. This is highly time&lt;br /&gt;
consuming if you want it to be a good castle. There must be floor indoors, and no underground&lt;br /&gt;
constructions except for mining operations and cellars. For an even greater challenge, build&lt;br /&gt;
a gigantic tower in the middle, where the nobles stay.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Did I mention you get bonus points for building the middle tower on a support connected to a lever?&lt;br /&gt;
&lt;br /&gt;
===Ceremonial Sacrifices===	 &lt;br /&gt;
Build an amazingly complex or spectacular killing device. A shaft that extends across the entire Z-plane is a good start. A constantly shifting maze of atomsmasher drawbridges is another. For the minimalist, a very confined space where you will drop a dwarf wrestler along with the gobbos once in a while. Perhaps a waterslide that carries your prisoner all the way down into a chasm? Just cut their heart out? Whatever your idea, build it and dedicate your fort to the construction, maintenance and improvement of your device.	 &lt;br /&gt;
	 &lt;br /&gt;
Do not kill any of your invaders. Capture them using cage traps, and them set them off in your device. Keep a record of the number of victims you drop into it.&lt;br /&gt;
&lt;br /&gt;
BONUS: Create a statue garden to memorialize your victims, with one statue per victim. Structure your fortress such that sacrificial victims have to pass through the garden on the way to their demise.&lt;br /&gt;
&lt;br /&gt;
===Computing===&lt;br /&gt;
Can your dwarves build the [http://en.wikipedia.org/wiki/Antikythera_mechanism Antikythera mechanism]? Can you program the fortress to play tic-tac-toe? More details at [[computing]].&lt;br /&gt;
&lt;br /&gt;
===Colosseum===&lt;br /&gt;
Build a pit, around it on steps lots of Thrones, make the whole thing a meeting area, train Gladiators, capture goblins, leave them their weapons and let them fight against your gladiators. If they win, let them go.&lt;br /&gt;
&lt;br /&gt;
===Crematory Fortress===&lt;br /&gt;
* Requires a [[magma| magma pipe]] and [[bauxite]].&lt;br /&gt;
&lt;br /&gt;
Build a temple structure above a [[magma|magma pipe]] and [[engraving|engrave]] every available surface.  The temple should be as opulent as possible.  In the temple, build a retracting [[bridge]] over a hole in the floor, and designate a [[coffin]] [[stockpile]] on it.  Whenever a dwarf dies, build a [[bauxite]] or other [[magma safe|magma-proof]] [[coffin]] for him, place it on the [[bridge]], and retract it, committing his body to the [[magma|fiery blood of the mountain]].&lt;br /&gt;
&lt;br /&gt;
::Note: Since coffins are unassigned and emptied when deconstructed and cannot be constructed on top of a bridge, this will not actually work. An alternative would be to place the coffins in individual chambers which can then be flooded with magma afterwards.&lt;br /&gt;
&lt;br /&gt;
::: You could expose the magma pipe, build a one-tile wide floor span across it, and then above that build a support that holds up your temple floor on the z-level above. The temple floor would be separated from the walls of the temple and would be connected for walking access diagonally. The support holds it up. You would have to construct the coffins in the temple, then when someone gets buried you pull the lever attached to the support. You then rebuild the narrow span below, the temple floor, and the support, then link the lever to the new support. &lt;br /&gt;
::: You can do this without scaffolding if you build the temple floor access straight in, and then the span below and the support, then once the support is in place you destroy the straight temple access leaving only a diagonal temple access.&lt;br /&gt;
&lt;br /&gt;
::: Another method would be simply to make a hole in your temple that goes straight down to the magma, of at least 3X3 squares, then build a floor of 2 squares long and 1 wide from the upper middle edge of the hole so that the second square is only connected to the temple by the first, then build your coffin on the second square and once your dwarf is inside deconstruct the first square leaving nothing holding the square with your coffin up and it will fall into the magma. On a side note it is best to start from the upper edge of the hole so the dwarf doing the deconstructing is a lot less likely to fall into the magma.&lt;br /&gt;
&lt;br /&gt;
::: Retracting bridges work well to provide access to build the support and floor, and can then be retracted before dropping the coffin. Use a single lever to retract the bridge, then begin filling a chamber with water to trigger a pressure plate to destroy the support, dropping the coffin, and also draining the water to encase the coffin in obsidian.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
Live like a human!&lt;br /&gt;
&lt;br /&gt;
Build all of your buildings above ground. to make this easier, mod in a plentiful building material similar to bricks, however you want it. Make sure that your city is unplanned for that medieval look; build when you need to as close as you can to where it needs to be. As each migration wave comes you're going to need more and more buildings. Protip; you're going to need a caste of dedicated builders.&lt;br /&gt;
&lt;br /&gt;
* Extra points; Emulate your favourite city.&lt;br /&gt;
* Combo bonus; Build your city around some other megaproject; a pyramid or giant colloseum.&lt;br /&gt;
* ULTRADWARF; Start in a mountainous area and hollow out the above ground city from the projecting mountains, including all four sides, thus leveling the mountain range to leave a series of *surprisingly natural* looking streets.&lt;br /&gt;
* Build each building (or section of one) out of the same materials  or...&lt;br /&gt;
** Bonus: Create pixel art from the colors of the stones! &lt;br /&gt;
** Bonus: Try to build all freestanding structures&lt;br /&gt;
* Geek Reference Bonus: Build the city on the side of a mountain, using only marble, and make it look like Minas Tirith.&lt;br /&gt;
* Modern bonus: Have dwarves ride in minecarts from their home burrow to work burrow and then back once they finish their work.&lt;br /&gt;
** Bonus: Design traffic lights system, complete with carts stopping, waiting till green &amp;quot;light&amp;quot; turns on and then continuing. Stop dwarves from jaywalking and getting themselves killed in the process.&lt;br /&gt;
** Computing bonus: Don't build a track for every single cart, reuse tracks with pressure plates coupled with bridges, hatches and floodgates and clever usage of minecart mechanics like derailing or even water skipping.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Clock===&lt;br /&gt;
Build a water or mechanical clock whose final state triggers the support which holds your fortress up or a megabeast out.&lt;br /&gt;
See how much wealth you can achieve before the clock runs out.&lt;br /&gt;
*Bonus: Create something that resets itself, as well as purging the map, so that you can reuse the same fortress over and over.&lt;br /&gt;
*Super-Bonus: Create something that involves pressure plates and a small kitten, when the pressure plates are hit in the right order, your map ends. Toss the kitten in and hope for the best. Alternatively, make the sequence quite unlikely, but add 2 kittens; breeding introduces a probability of doomsday that is a function of time (depending on the mechanisms involved)&lt;br /&gt;
*Super-Bonus: Create the super-bonus above, but place the kitten on the lowest Z-level and never return to either look at it or see how many of the conditions for the doomsday device have been met. This way, the kitty mimicks Schrodinger's cat: we cannot observe the state of the kitty, but we can infer it from the state of the world (spin-pairs effectively).&lt;br /&gt;
&lt;br /&gt;
===Dungeons of Doom===&lt;br /&gt;
&lt;br /&gt;
Beneath your fortress, carve out an immense dungeon starting from the surface.  Each dungeon floor must be filled with rectangular rooms connected by twisting one-tile passages, with an occasional wider hallway, and each floor must lead to the next by a single-tile staircase (no up/down stairs).  A few floors into the dungeon, build a small fortress and designate a few quarries away from the dungeon itself.  The dungeon should not be exposed to the caverns, but the caverns should be exposed to the surface to free the fun creatures.  The dungeon must go down until it reaches HFS.  Dump an artifact amulet inside HFS.  Build puzzles and thematic branches of the dungeon as you see fit.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  Fill the dungeon with gnomes, goblins, kobolds, and horrible monsters of all kinds. Maybe a minotaur too if you are going for that labyrinth feel.&lt;br /&gt;
* Mega Bonus:  Litter the floors of the dungeon with artifact items (especially weapons).&lt;br /&gt;
* Epic Bonus: Feed the minotaur stated beforehand migrants every year.&lt;br /&gt;
* Cosmic Bonus:  Lead the dungeon into an upright spoiler and build a Labyrinth inside HFS.&lt;br /&gt;
* Nerd Bonus: Build the last few levels above your fortress, and fill one with lava, one with water, one entirely empty, etc, to mimic the last few levels of NetHack. The uppermost one should have three temples, and if possible megabeasts that cannot escape but which an adventurer could reach...&lt;br /&gt;
&lt;br /&gt;
===Dwarf like an Egyptian===&lt;br /&gt;
*Build a pyramid of epic proportion.&lt;br /&gt;
&lt;br /&gt;
Build a legendary dwarven pyramid, with a corridor running to a central tomb for your favourite noble. Then construct lots of different [[trap]]s in it to avoid grave robbery. Perhaps build it entirely out of glass? Or try to make the top twist in a bit of a swirl. Alternatively, make your entire fortress inside a pyramid, which stretches below the ground.&lt;br /&gt;
&lt;br /&gt;
*Build rows of Obelisks&lt;br /&gt;
&lt;br /&gt;
* Build a double row of Obelisks before the Pyramid, and engrave the sides. Build ramps on the tops.&lt;br /&gt;
&lt;br /&gt;
*Build the whole thing upside down.&lt;br /&gt;
** And then another one on the upside-down one.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Make a Sphinx out of solid gold. Solid! Nobody lives or goes inside of it. Entomb the builders in an [[unfortunate accident]] - preferably inside the sphinx - so that they can never build one for anybody else.&lt;br /&gt;
&lt;br /&gt;
* When the time has come, or when your fortress is about to be destroyed by a siege or something, perform the ceremony to translate the mortal form of the noble to the underworld. Give him a ritual death, and make sure you kill his servants as well. Pile wealth into the tomb. If the tomb is built for your king make every dwarf die but one, who inters everyone into their resting place. His final act will be to pull a lever that seals the tomb as well as kills him. Then enjoy going back and reclaiming your fortress to observe your efforts.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dwarf like a Sumerian and make the Pyramid a Ziggurat.&lt;br /&gt;
&lt;br /&gt;
===Graveyard Master===&lt;br /&gt;
Every dwarf deserves a decent resting place:&lt;br /&gt;
*Build a tomb for every dwarf that dies, the more dwarves you manage to bury the better.&lt;br /&gt;
*Tombs must be rooms with exactly 5x5 of size and 1 of height, with only one entrance tile that must be closed by a door.&lt;br /&gt;
*Tombs must have all its surfaces engraved.&lt;br /&gt;
*Tomb must contain at least 4 statues.&lt;br /&gt;
*Once complete, the door must be replaced with a wall and the tomb must not be ever entered again.&lt;br /&gt;
&lt;br /&gt;
===How high can you go?===&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, clear glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike - for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
===Land battleship===&lt;br /&gt;
Turn your mountain into a huge battle-station, complete with crew quarters, decks, command centre, cantina, and a large collection of deadly weapons : Batteries of marksdwarves, ballista cannons, catapults, boarding bridges and teams, but also lava projector or remote explosive devices (ie cave-ins in a part of the map triggered by a lever). Make sure it ends up looking like a real battleship, with nothing but plains surrounding it (you could build it on an actual plain, or destroy a mountain, choice is yours). The battleship has to be autonomous, and dwarves shouldn't wander outside it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: The weaponry covers every tile of the map (i.e., everything that enters the map can be shot)&lt;br /&gt;
*Bonus: Build several other ships, maybe dedicated to a specific product (food, ammo etc.)&lt;br /&gt;
**Bonus: Find a way to let them fight each other in a naval battle&lt;br /&gt;
*Bonus: Each crew member has a civil and military formation, and when the enemy arrives, stop every economic activity. All hands to quarters!&lt;br /&gt;
*Bonus: Build Noahs Ark: Completely out of wood, with every animal twice, as well as one dwarven family with three sons on board. Flood everything around it AND LET EVERYTHING NOT ON THE ARK DIE! MUAHAHAHA!!! FEAR THE WRATH OF ARMOK!!&lt;br /&gt;
*Mega Bonus: Use lava instead of water.&lt;br /&gt;
&lt;br /&gt;
===Labyrinth===&lt;br /&gt;
Build or dig out an elaborate labyrinth.  It should be filled with traps, periodically flooded with water and magma, and decorated to your liking.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Build a prison and/or execution chamber somewhere inside the labyrinth.&lt;br /&gt;
*Bigger Bonus:  Build all the labyrinth walls out of statues and make the entire thing a statue garden.&lt;br /&gt;
*Mega Bonus:  Make it three-dimensional.&lt;br /&gt;
&lt;br /&gt;
(A labyrinth is a [http://www.astrolog.org/labyrnth/algrithm.htm unicursal maze]: labyrinths offer no choices of path as they curve in and back on themselves to the endpoint.  Mazes usually have choices of paths and therefore usually dead ends.  Given how pathing will usually let sapient beings in DF avoid dead ends, a labyrinth is preferable to a traditional maze with dead ends.)&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/projects/daedalus/ Daedalus] has many maze algorithms and tools, including for unicursal mazes (GPL, free).&lt;br /&gt;
A [http://www.billsgames.com/mazegenerator/ traditional maze generator] may be helpful if you somehow open the dead ends (such as with drawbridges) to attract traffic.&lt;br /&gt;
&lt;br /&gt;
===Moria===&lt;br /&gt;
Build a huge hall - at least 3 z-levels high. Leave few pillars symmetrically placed in the hall (don't build them, carve them out). Smooth and possibly engrave everything (not only the lowest z-level!). Then build thin bridge (not the bridge building, just a thin piece of rock to walk on) above magma or above a chasm- support it with bauxite supports connected to a lever (bauxite mechanisms needed in support). Destroy stone holding it at the both ends and replace it with floor hatches (so when you pull the lever it all goes down). After that build a bridge above the chasm.&lt;br /&gt;
When it's all done seal your dwarves deep inside in safe place and get invaded by goblins. At the same time dig out HFS. Lead the HFS across the both bridges and then collapse the second one when one of the champions clashes with it (it doesn't matter that the champion has killed the HFS with one hit).&lt;br /&gt;
&lt;br /&gt;
bonus - cast the walls of the hall out of obsidian using water and magma&lt;br /&gt;
&lt;br /&gt;
Megabonus - Trap goblins and a Megabeast in the various lower levels&lt;br /&gt;
&lt;br /&gt;
BONUS - Build the real [http://www.rpg-ash.me.uk/lotro/moria_special_edition/moria_map.jpg Moria]&lt;br /&gt;
&lt;br /&gt;
===Mountain audit/core sample===&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
===Project Mayhem===&lt;br /&gt;
&lt;br /&gt;
*You do not talk about project Mayhem&lt;br /&gt;
*Build a series of towers, at least 10 z-levels high, of different size and shape. They must be supported by a series of supports linked to a lever.&lt;br /&gt;
*Store all your riches in the towers : crafts, precious metal bars, gems, artifacts, everything. You may also want to house your nobles on top of the towers.&lt;br /&gt;
*Pull the lever and watch the collapse of financial history.&lt;br /&gt;
&lt;br /&gt;
Bonus : make the towers' walls out of glass!&lt;br /&gt;
&lt;br /&gt;
Bonus : Make soap! And remember, elf fat is ideal...&lt;br /&gt;
&lt;br /&gt;
Extra Bonus: Make one large tower, and make it collapse onto a smaller tower, filled with all your artifacts/engravings. (Essentially, you only get the extra bonus if you've read the book)&lt;br /&gt;
&lt;br /&gt;
===Santa Claus===&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
BONUS: Embark on freezing biome.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make the toys out of lead.&lt;br /&gt;
&lt;br /&gt;
MEGABONUS:  Modding Elves to be pets, embark with 100 of them and force them to make the toys for you.&lt;br /&gt;
&lt;br /&gt;
===Skull collector===&lt;br /&gt;
What proves the might of a civilization better than a hall full of skulls?&lt;br /&gt;
*Try to collect as many skulls as you can during your fortress life, and put them in a special skulls-only storage. The more skulls the better.&lt;br /&gt;
&lt;br /&gt;
BONUS: Cover all the skulls in blood, and make the stockpile also a throne room. Blood for the Blood God, Skulls for the Skull Throne!&lt;br /&gt;
&lt;br /&gt;
SUPERBONUS: Also fill the throne room with kittens.&lt;br /&gt;
&lt;br /&gt;
===Space Ship===&lt;br /&gt;
Create a giant space ship fit for space travel. It should be able to hold about 100 dwarves for at least 2 years.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Use exploding [[booze]] as ignitable fuel.&lt;br /&gt;
*BONUS: Make a removable [[ramp]] for boarding.&lt;br /&gt;
*BONUS: Make the [[water]] for the 2 years be on the ship using removable pumps.&lt;br /&gt;
*BONUS+: Make it totally self sufficient. (Make an internal system which pumps the [[water]] supply through a room every few years to muddy the floor. Plant [[seed]]s in the [[mud]] that's now on the floor. Manage your consumption to maintain self sufficiency.)&lt;br /&gt;
*Modding BONUS: Mod the game so that merchants can fly their new wagonships into your docking bays. ''(If possible)''&lt;br /&gt;
*BONUS+: Make it all out of [[steel]] and [[aluminum]].&lt;br /&gt;
*[[fun|FUN]]: Let it be held by a single [[support]], ignite the [[booze]], remove the support an let it &amp;quot;fly&amp;quot;.&lt;br /&gt;
*EVEN BETTER: Drop it down a chasm.&lt;br /&gt;
*More [[fun|FUN]]: Set up a mining operation on the surface and dig into the HFS. Watch the alien creatures take over your ship and hunt down your dwarves. Form a squad of heroes to overload the booze reactor to prevent the aliens from reaching earth. (See [http://en.wikipedia.org/wiki/Dead_Space_%28video_game%29 Dead Space] and/or [http://en.wikipedia.org/wiki/Alien_%28film%29 the Alien series])&lt;br /&gt;
&lt;br /&gt;
===This Was A Triumph===&lt;br /&gt;
Build Aperture Laboratories, with marble test chambers supported by struts and columns of granite.&lt;br /&gt;
Lab should have (Connected through paths)-&lt;br /&gt;
1) Multiple test chambers, with observation booths and connecting staircases/elevators.&lt;br /&gt;
2) An end goal, with an incinerator. &lt;br /&gt;
3) Background systems, with catwalks and large areas of waste management.&lt;br /&gt;
4) An AI Control Chamber.&lt;br /&gt;
5) A cake chamber&lt;br /&gt;
&lt;br /&gt;
*BONUS*- Make an entire model of the original Portal chambers&lt;br /&gt;
*BONUS*- Make a sealed off area, the original testing area in Portal 2 (Include a statue of a Noble named Cave Johnson)&lt;br /&gt;
*BONUS*- An extended map, including the Subject Suspended-Animation life support system&lt;br /&gt;
*BONUS*- Make a field on top with access, a single small shed&lt;br /&gt;
*BONUS+*- Build a 20:1 model of the Companion Cube&lt;br /&gt;
&lt;br /&gt;
===Swiss Precision===&lt;br /&gt;
Build a working clock.  The clock should accurately track DF days, months, and years.&lt;br /&gt;
&lt;br /&gt;
Bonus Points:&lt;br /&gt;
*If the clock has a mechanical effect in the fortress proper to announce new days&lt;br /&gt;
*If the clock creates seasonally appropriate effects at the change of months and/or seasons.&lt;br /&gt;
*If the clock is used to aid in the operation of the fortress in addition to its role as a clock (automatically controls farmland irrigation at particular times, automatically opens the &amp;lt;s&amp;gt;blast doors&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;floodgates&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Magma Channels&amp;lt;/s&amp;gt; Gate in time for those &amp;lt;s&amp;gt;evil&amp;lt;/s&amp;gt; friendly merchants, etc...).&lt;br /&gt;
*If the clock governs the schedule of a working rail station (which is always on time).  (Definitions of 'working' and 'rail station' are subject to player imagination).&lt;br /&gt;
*If the clock takes measures to protect itself. ''&amp;quot;I can't let you do that, Urist.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
But don't worry about the bonus points, a precision time device should be hard enough.&lt;br /&gt;
&lt;br /&gt;
===Temple===&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[blood]].&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the glass windows stained with blood.&lt;br /&gt;
&lt;br /&gt;
===The cube===&lt;br /&gt;
Play a fort as usual, but emphasize catching goblins in cages to support and fill this construction:&lt;br /&gt;
Construct a series of rooms in a symmetrical fashion, all connected to each other with appropriate doors. Of course, enough rooms to make a maze-like structure, and if you feel like it, an exit that is hard to reach. Fill a bunch of the rooms with traps and pressureplates. Then fill one room with 4-6 goblins (preferably in cages, opened by an outside lever), release them and watch them randomly walk around the rooms dying to traps and whatnots.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Do multiple story maze (3d-maze)&lt;br /&gt;
*Bonus: Use pressureplates to open/close the exit randomly; otherwise, all the goblins will just follow the shortest route to the exit.&lt;br /&gt;
*Bonus: Use multiple doors connected to multiple pressure plates in order to access certain rooms, so the goblins have to go through the maze in the correct order.&lt;br /&gt;
*Bonus: Figure out a way to have competing teams wandering through the maze at the same time. Can you say &amp;quot;elimination round?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===The great brewery===&lt;br /&gt;
Disaster has struck the kingdom. A strangely glowing [[Fire|‼peasant‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
* BONUS: Create a working sprinkler system to douse any fires that might occur.&lt;br /&gt;
&lt;br /&gt;
===The Great Wall of Urist===&lt;br /&gt;
Build a dwarven great wall of china that splits the map in half. Must be at least 10 tiles thick and reach the highest z-level.&lt;br /&gt;
* BONUS: Make it block the &amp;lt;s&amp;gt;mongols&amp;lt;/s&amp;gt; goblins out of your half of the map.&lt;br /&gt;
* BONUS: Make it out of obsidian.&lt;br /&gt;
**BONUS+: Embark on a map without obsidian.&lt;br /&gt;
* BONUS: Find a way to make it touch the boundaries.&lt;br /&gt;
* BONUS: Build one gate&lt;br /&gt;
* BONUS: Arm it with ballistas.&lt;br /&gt;
** MEGABONUS: Once you have split your embark in half, abandon the fortress and embark adjacent to it, and continue the wall until it splits the continent in half.&lt;br /&gt;
Someone should make a bonus for this but I'd like to point out that the actual wall was made from (compressed) dirt with on outer layer of stone and that the bodies a those who died from exhasution while building it were put into it.&lt;br /&gt;
** BONUS+: Encase all workers who died during building in caskets built into the wall. Possibly with traps to protect them from grave robbers&lt;br /&gt;
I'd like to point out that it is just a myth that the bodies were put into the wall. In reality, they were buried nearby.&lt;br /&gt;
** BONUS++: Encase all workers who died during construction into obsidian nearby the wall.&lt;br /&gt;
&lt;br /&gt;
===The Monolith===&lt;br /&gt;
As the inevitability of a fortress-wide mental breakdown looms over every single fortress why not have something that alludes to that precipice of [[insanity]]. Like the book and feature film, 2001: A Space Odyssey you must have a Monolith. This has to be made from [[obsidian]] and have a completely smooth surface (You cannot build it from blocks) You can have it be any size as long as it is outside, at least 2 tiles thick to ensure there are no pillar tiles, and has about the same ratio of width to height as it does in the movie (1:4:9) to make it as close to the real thing as possible. It would be preferable to make it large so that it seems to be dominating the landscape and your dwarves' psyche. The bigger the better.&lt;br /&gt;
&lt;br /&gt;
*If the rock obsidian strata isn't deep enough in parts to make a monolith feasible consider casting a monolith with a large rectangular block in the exact same dimensional criteria as above.&lt;br /&gt;
&lt;br /&gt;
===Statue of greatness===&lt;br /&gt;
Build a giant statue, spanning 10-20 z-levels and make it in the shape of say, a dwarf you like or an animal you like.&lt;br /&gt;
* Bonus: make it in the shape of a teapot that has a working boiling system and a spout that water can come out of.&lt;br /&gt;
* Bonus+: Steam instead of water coming out of the spout.&lt;br /&gt;
* Bonus++: Magma mist instead of steam coming out of the spout.&lt;br /&gt;
&lt;br /&gt;
===Underwater fortress===&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed: surrounded by water against all [[wall]]s and the top of the fortress.&lt;br /&gt;
* Bonus: Build all water-touching walls/roof in clear glass!&lt;br /&gt;
* Bonus: Use [[magma]] instead of water (warning: will almost certainly lead to [[fun]])!&lt;br /&gt;
* Bonus: Build it in the [[ocean]] or a non-freezing lake&lt;br /&gt;
**Bonus: Build it in the magma sea&lt;br /&gt;
**Bonus: Build it in a volcano&lt;br /&gt;
* Bonus: Build large glass domes that encase the fortress. A dome 20 tiles wide should be 10 z-levels tall (creating a hemi-sphere). Which may be hard to cover in water.&lt;br /&gt;
* Bonus: Have a mechanism for dropping  your enemies into the water to drown! Or fill the water with carp.&lt;br /&gt;
**Superbonus: Don't use pansy walls, use pumps to keep the water out!&lt;br /&gt;
* Mod: Make your dwarves amphibious and include airlocks between the wet fortress and the dry.&lt;br /&gt;
* Remake: Make Rapture city from [http://en.wikipedia.org/wiki/Bioshock Bioshock]&lt;br /&gt;
** Remake Bonus: Mod in plasmids to give dwarves superpowers, but will eventually drive them mad!&lt;br /&gt;
*** Remake MegaBonus: Big Daddies for military, anyone?&lt;br /&gt;
**** Remake MegaDwarfBonus: Edit the save raws and name the mayor &amp;quot;Andrew Ryan&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Flying fortress===&lt;br /&gt;
Turn cave-ins off in the init, then build a flying fortress. Perhaps some flying islands only connected with bridges, maybe combined with an orbital defense network.&lt;br /&gt;
* Bonus: Turn cave-ins back on.&lt;br /&gt;
* History Bonus: Try and make them look like B-17 Flying Fortress bombers from WWII.&lt;br /&gt;
&lt;br /&gt;
===Wealth===&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
===We Are Dorf===&lt;br /&gt;
&lt;br /&gt;
Embark site biome parameters:  Mountain.  Fortress shape:  Cubicle (assume 7 tiles high), cut from natural rock and separated from the remaining stone so it is held by a single support.   Migrant dwarves must report to assimilation chamber where a collapsing dust trap will launch them into large serrated disk [[trap component|traps]] to remove unnecessary appendages, or have their offending limbs removed some other way.  Dorf drones must be cataloged and arranged in squads of varying number.  The naming structure is as follows:  First of Ten, Second of Ten, and so on.  Clothing is irrelevant.&lt;br /&gt;
&lt;br /&gt;
There is no trade, or unmerited contact with lesser species, they will be assimilated.  Nobles are irrelevant.  Economy is irrelevant.  Solitary creatures that do not pose a notable threat to the Collective are not to be bothered with when there is important work to do.  Corpses are to be vaporized or atom-smashed along with all [[pet|other useless material]].  Cage traps should be common.&lt;br /&gt;
&lt;br /&gt;
We are the Dorf.  Lower your shields and surrender your booze.  We will add your biological and technological reaction mats to our stockpiles.  Resistance is canceled:  Dangerous Terrain.  You are caught in a pool of magma!  You are melting!  x18&lt;br /&gt;
&lt;br /&gt;
===World Domination===&lt;br /&gt;
Pretend you are an evil mastermind. Now come up with some device or machine to render the world (or at least your portion of the map) totally unlivable, aside from, of course, your hidden lair. &lt;br /&gt;
&lt;br /&gt;
You will receive bonus points for making a more realistic World Domination setup. Some suggestions:&lt;br /&gt;
&lt;br /&gt;
* Make one dwarf the evil mastermind. The evil mastermind will have no empathy whatsoever, and they will hate all other races, and put no value on the lives of his minions. Protect him at all cost. If he should die, switch his position to his oldest child (who will avenge his father, because insanity is hereditary.) or the most insane, diabolical dwarf in your fort or make a noble the evil mastermind. (everyone knows nobles are pure evil)&lt;br /&gt;
* Impractical, overkill solutions to everyday problems (&amp;quot;Sir, the dungeon master wants a better room&amp;quot; &amp;quot;Well then turn his room into a tomb and flood it with magma, and do not bother me with such trivial matters again or I will have you shot.&amp;quot;)&lt;br /&gt;
* Give the evil mastermind a pet to obsess over. Give it a name like Mr. Bigglesworth or Snuggles. Even better if it's something really dangerous like a Giant Desert Scorpion.&lt;br /&gt;
**BONUS: With modding, make the evil mastermind's pet a [[Demon|clown]], [[megabeast]], [[forgotten beast]], or [[titan]].&lt;br /&gt;
* Have a science lab. Use living creatures and people as test subjects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Doomsday device suggestions:&lt;br /&gt;
* Flood the map with water/magma (may require building walls around the edge of the map)&lt;br /&gt;
**BONUS: the water has carp in it.&lt;br /&gt;
***BONUSMOD: Carp with ''frickin' laser beams'' attached to their heads.&lt;br /&gt;
* Build an &amp;quot;Earthquake Machine&amp;quot; (the entire map is supported by a single support, which is connected to a lever)&lt;br /&gt;
* Build an extensive holding cell network for &amp;quot;scientific purposes&amp;quot;. Fill it with megabeasts and &amp;lt;s&amp;gt;elephants&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;unicorns,&amp;lt;/s&amp;gt; skeletal carp in secret. Have a lever that  lets everything free to feed on the general population.&lt;br /&gt;
* Embark in an evil area, and capture and tame all those undead animals &amp;lt;sup&amp;gt;if possible&amp;lt;/sup&amp;gt; to create your own undead army&lt;br /&gt;
* Bonus: Eliminate the dwarves who constructed your device before you set it off. They must not be allowed to warn the rest of the citizens.&lt;br /&gt;
* Build an orbital weapons platform in space (which should be 12-15 stories above the ground, use your imagination), then arm it with magma bombs (droppable tank of magma) to glass the planet, rendering it uninhabitable for a few years.&lt;br /&gt;
* Build a door (or hatch) in every space of your fortress. Have all the doors set to lock at the flip of a switch. Have the switch kill the person who pulls it. Give the nobility their toy.&lt;br /&gt;
* Build [[User:Vattic/Mechanical Volcano Explained|Mechanical Volcano]] to flood entire map with searing magma.&lt;br /&gt;
*do all of the above and link all the devices to one lever in the room of the king/queen&lt;br /&gt;
&amp;lt;!-- feel free to add your own ideas for doomsday devices to this list --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Grand Treasury ===&lt;br /&gt;
At first, have the king come to you. Then excavate a laaarge room and fill it with i.e.: Lots of coins, shiny gems, artifacts, golden statues, silver mugs, etc. pp. But the king is still not satisfied with his possessions, so he wants more and more shiny and sparky things.&lt;br /&gt;
Of course sooner or later (probably sooner) those filthy kobolds and goblins will come and try to steal this enormous hoard. We must never tolerate this! Turn your treasury into a strongroom like the world has never seen before! Secret doors, traps in abundance, guards at every door, ballistae, guard dogs, the whole program. If anything gets lost, you have proven your incompetence, and the king will have your fortress abandoned and founded another to guard his treasures. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Build up the treasury and raid it successfully in Adventure Mode&lt;br /&gt;
&lt;br /&gt;
=== Heaven ===&lt;br /&gt;
Build a dwarven version of heaven. Every dwarf must want to come to you! Important pieces:&lt;br /&gt;
# Streets paved with gold.&lt;br /&gt;
# The mindless hordes are held back by pearly gates -- or at least a close equivalent. Marble doors with diamond encrustations.&lt;br /&gt;
# No dwarves die (except for criminals). Heaven is everlasting.&lt;br /&gt;
# All criminals must be cast into the fires of Hell. Ideally, this would either be HFS or the bottom of a magma pipe.&lt;br /&gt;
# Nothing is ever stolen. St. Peter doesn't screw up.&lt;br /&gt;
# After the King has arrived, any male children he has must be sent out to fight sieges alone.&lt;br /&gt;
&lt;br /&gt;
BONUS: No dwarves are ever unhappy -- no tantrums and no insanity.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: When migrants arrive at the pearly gates, view their thoughts and preferences and only allow those with a similar/same Diety as your population.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Make Heaven 10 stories above the ground&amp;lt;br /&amp;gt;&lt;br /&gt;
Mod: Make Angel dwarves and a godly being. (suggestions: Cacame, Morul, Ironblood.)&amp;lt;br /&amp;gt;&lt;br /&gt;
ULTRABONUS: Make Heaven in the air, an earthly society on the ground (a wooden town perhaps?), and carve the HFS place into Hell, complete with a lake of Magma/fire.Look up the character of every dwarf and send him to the appropriate place.&amp;lt;br /&amp;gt;&lt;br /&gt;
MEGABONUS-(Re)Make: The Seven Seals have been broken and the Apocalypse arrives.&lt;br /&gt;
# The Sky darkens (an obsidian ceiling spanning over the map).&lt;br /&gt;
# Meteors (opened lava tanks and cave-ins) devastate the earth.&lt;br /&gt;
# All bodies of water turn bloody.&lt;br /&gt;
# Dig into the HFS and have a battle between Heaven and Hell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== City of Ember ===&lt;br /&gt;
Show those filthy humans that when dwarves build a secret underground refuge, they build to last! In other words, recreate Ember from the film &amp;quot;City of Ember&amp;quot; (yes, everyone is aware there is a book, that came first, and was part of a series), but do it right - none of these leaking pipes and crumbling buildings stuff, after only two and a half centuries underground!&lt;br /&gt;
# Mine out a massive cavern multiple z-layers high , and build a human-style city underneath it instead of carving out various chambers.&lt;br /&gt;
# You must seal it off. How long you wait to do this is up to you, but once it is sealed, you cannot unseal it for at least 200 years (if you decide to play that long). Ideally, use a utility to embark with a full set of dwarves (to represent the immigrating population) and seal the city off within one year of embarking.&lt;br /&gt;
# Build individual houses with their own dining rooms and bedrooms. Multiple dwarves can live in one house, but usually only a single family will live in one house.&lt;br /&gt;
# Build streets connecting all of the buildings, in the way that in the film, Ember didn't really have any space that wasn't either paved or built on until you got to the outskirts of the city.&lt;br /&gt;
# Have a &amp;quot;greenhouse&amp;quot; out on the outskirts for farming.&lt;br /&gt;
# You MUST have an underground river and use it for power.&lt;br /&gt;
# You MUST have magma and use it for power.&lt;br /&gt;
# Build City Hall, where the mayor has his office, with a nice fountain out front that actually works (probably involving water pressure, and as a testament to the fact that dwarves do it better, and their underground refuge isn't running desperately short of food, water, or power).&lt;br /&gt;
# No military, because there is simply no need for one, but have a fortress guard (to function as police, basically).&lt;br /&gt;
# After 200 or more years, unseal the city and colonize the surface.&lt;br /&gt;
&lt;br /&gt;
BONUS: Instead of building your houses/other structures out of blocks or rocks, plan it all out beforehand and simply don't dig out the tiles that you want to be the walls of buildings, and smooth it all down so it looks the same, but your buildings are actually made out of solid natural rock.&amp;lt;br /&amp;gt;&lt;br /&gt;
BONUS: Actually cause some kind of catastrophe on the surface (flood it with magma or something) that makes it uninhabitable, to FORCE yourself to stay underground, but when you unseal the city after 200 years, the surface should have healed and be habitable again. So, don't do something permanent.&lt;br /&gt;
&lt;br /&gt;
===The quake===&lt;br /&gt;
&lt;br /&gt;
# Make your entire fortress supported by one support.&lt;br /&gt;
# on year 5, remove the support so your entire forteress drops one level.&lt;br /&gt;
# Tell us the death rate.&lt;br /&gt;
# double the height of the support every year, see how much is too much of a drop!&lt;br /&gt;
&lt;br /&gt;
===Pull A Boatmurdered===&lt;br /&gt;
&lt;br /&gt;
What's this?  Too many goblins?  Not enough fun?  You may be needing excess amounts of lava!&lt;br /&gt;
&lt;br /&gt;
# Flood the entire map with water or lava&lt;br /&gt;
# Maybe both and have an obsidian farm in the center&lt;br /&gt;
# Pump all lava resources to the surface and watch it burn!&lt;br /&gt;
&lt;br /&gt;
#Most famously employed in [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
&lt;br /&gt;
===Hippie Exterminator===&lt;br /&gt;
&lt;br /&gt;
Much like trees, better water those elves.&lt;br /&gt;
&lt;br /&gt;
# It's a gigantic drowning chamber for [[Elf|Elves]].&lt;br /&gt;
# Construct a very long wall all the way around an Elf-village&lt;br /&gt;
# Build a floor on top, sealing them in&lt;br /&gt;
# Connect some screw pumps to this and the local water supply&lt;br /&gt;
# Really processor intensive!  Not for calculators!&lt;br /&gt;
&lt;br /&gt;
# At nothing else, at least build the box around your Trade Depot, and flood it when Elves are inside. &lt;br /&gt;
# Drainage can be done with a [[floodgate]] to release the water from the depot.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Arcology===&lt;br /&gt;
&lt;br /&gt;
# Build your entire fortress above ground in one structure.&lt;br /&gt;
# A subterranean level (the basement) on the bottom floor provides plump helmets, pig tails, and so on.&lt;br /&gt;
# On the ground floor, grow above-ground plants and carve fortifications into all the walls. &lt;br /&gt;
# Every other level is packed with food stores, refuse dumps, wood stockpiles, workshops, archery ranges, and bedrooms.&lt;br /&gt;
# The only subterranean activity permitted is digging, although you may be able to get away with building your depot below ground. &lt;br /&gt;
Bonus: Cast the entire thing in Obsidian using magma and water and engrave all the sides with your greatness.&lt;br /&gt;
&lt;br /&gt;
===D For Dwarvendetta===&lt;br /&gt;
&lt;br /&gt;
# Create the parliment building or some such construction&lt;br /&gt;
# Rig it to explode or collapse spewing lava everywhere&lt;br /&gt;
# Detonate the fortress while you play the 1812 overture somewhere&lt;br /&gt;
Bonus: make an underground [[minecart]] track that detonates it.&lt;br /&gt;
Bonus: make a metal statue at the top which gets exploded.&lt;br /&gt;
&lt;br /&gt;
MegaBonus: send burning [[graphite]] or [[lignite]] flying into the (strangely always daytime) sky.&lt;br /&gt;
&lt;br /&gt;
CosmicBonus: Have an important Dwarf in a coffin play a role in detonating it.&lt;br /&gt;
&lt;br /&gt;
===The Two Towers===&lt;br /&gt;
&lt;br /&gt;
#Build a ring of stone [may be slightly difficult] and build a tower with four blades protruding from the top&lt;br /&gt;
#Build a (much larger) tower with only two blades protruding from the top&lt;br /&gt;
#Have the two towers combat each other ''without'' siege weapons&lt;br /&gt;
&lt;br /&gt;
Bonus:&lt;br /&gt;
#Rig the first one to flood and the second to explode! (and you only get the points if you've seen the movies and record the videos. Try to make the towers' destruction as close to the movies as you can!)&lt;br /&gt;
&lt;br /&gt;
===Twin maze of doom!===&lt;br /&gt;
&lt;br /&gt;
-Make a complicated maze pair where pressure plates on any floor will trigger the rapid death of everything one floor before that in the OTHER maze.&lt;br /&gt;
&lt;br /&gt;
-Check what survives the ratrace longer: goblins or elves? Kittens or dogs?&lt;br /&gt;
&lt;br /&gt;
-BONUS: make it self-cleaning so it can be reused over and over!&lt;br /&gt;
&lt;br /&gt;
-Double bonus: make it flood the map with lava if anything ever reaches the end of their maze, meaning their victory is for all time - as well as the last thing the world will ever see before the end.&lt;br /&gt;
&lt;br /&gt;
===The doomsday temple of greed===&lt;br /&gt;
&lt;br /&gt;
1- Prepare a game with the poorest skills starting dwarves and nothing on embark.&lt;br /&gt;
&lt;br /&gt;
2- Edit files to add a little castle with 10 switches, some of which open up to desirable stuff, or a mild trap. Have the lineup fairly obvious so people know which prize/trap pair they're going for.&lt;br /&gt;
&lt;br /&gt;
3- After learning the principle and getting say a starting pick, 100 wood, 10 obsidian, 10 slade, freeing an angry elephant, an artifact crossbow, alcohol for 10 years, freeing a carp guarding the exit (simple enough puzzle, dig yourself another exit), getting an anvil and 7 bronze armor sets, and avoiding the one trap/prize which has a dragon... let them look up the stairs to the next bit on the next floor...&lt;br /&gt;
&lt;br /&gt;
4- THIS floor has mild traps/good prizes again, but one of them frees 7 goblins AS WELL AS trigger an unnanounced very distant magma-flooding system of immense power and speed (they think the goblins are all there is to the trap, mwa ha ha). Make sure the slope means the greedy player will get what's coming at him fully...&lt;br /&gt;
&lt;br /&gt;
5- Share this fun map without announcing what's on it. Surprise!!!&lt;br /&gt;
&lt;br /&gt;
==The Cathedral==&lt;br /&gt;
&lt;br /&gt;
Make an epically tall cathedral out of obsidian. Encrust it with gems, make multiple spires. Build giant stained-glass windows and make rows of chairs for pews. In niches high in the walls, place masterpiece or better statues, also encrusted and engraved. Underneath, make noble tomb catacombs.&lt;br /&gt;
BONUS: Build it near a human/dwarf town. Kill heretics.&lt;br /&gt;
MEGABONUS:Build a chalice that you fill with the corpses of heretics, and then use water to drain the blood out, and cast obsidian out of said bloody water.&lt;br /&gt;
&lt;br /&gt;
BONUS: Make several cathedrals, one to each in-game god. Once built, assign worshippers of a god to a burrow encompassing that god's cathedral. Build walls around each cathedral and let them fend for themselves.&lt;br /&gt;
&lt;br /&gt;
==Railroad==&lt;br /&gt;
&lt;br /&gt;
Minecarts have finally been added! Use them to transport dwarves and goods around the fortress!&lt;br /&gt;
BONUS: Build several mini-fortresses, each devoted to a different industry or other purpose (e.g, trade, mining, living quarters, etc). Only minecarts can be used to travel between these mini-forts.&lt;br /&gt;
&lt;br /&gt;
==Vampire King==&lt;br /&gt;
&lt;br /&gt;
Dedicate your entire game to finding and glorifying a Vampire citizen as the 'government appointed' King of your fortress.  Who cares about Nobles? Who cares about a king? (unless he's a vampire)  They all die off anyway from, unfortunate accidents. Your Eternal King will need only the best for his eternal throne.  Dedicate grand rooms and buildings in his/her name.  Make statues out of solid obsidian, encasing the corpses of his enemies for all time.  Do everything in your power to protect and serve your eternal master.&lt;br /&gt;
&lt;br /&gt;
BONUS: Assign a personal guard to your Vampire King.&lt;br /&gt;
     * BONUS: Undead Dragons?&lt;br /&gt;
BONUS: Have a Heirarchy of Kings/Queens from your Vampire's family (If they are present)&lt;br /&gt;
     * BONUS: Make seperate 'forts' for your various Royal Vampire Monarchs.&lt;br /&gt;
BONUS: Wait for the king to arrive at your fortress and make him/her into a Vampire!&lt;br /&gt;
&lt;br /&gt;
==I've a feeling we're not in Boatmurdered anymore.==&lt;br /&gt;
&lt;br /&gt;
Create a road of gold bars leading from a small village of [[mountain gnome|mountain gnomes]], to a large city of [[green glass]] (or mod the game to allow using [[emerald|emeralds]] as building materials.) Have a patrol along the road consisting of a female child (human if you can manage it somehow) wearing [[ruby]]-encrusted shoes, a [[dog|puppy]], an [[iron man]], a [[titan]] made of grass or wheat, and a [[lion]].&lt;br /&gt;
&lt;br /&gt;
Capture a female [[necromancer]], install her in a dark-colored fortress, and give her the corpses of [[spider monkey man|spider monkey men]] to resurrect. If you like, mod them to flying.&lt;br /&gt;
&lt;br /&gt;
== Bridge the world! ==&lt;br /&gt;
Bridge two or more islands, or an island to a mainland. &lt;br /&gt;
* Bonus: Channel magma and make it partially or completely out of obsidian.&lt;br /&gt;
* You will receive more bonuses the bigger and the more embarks your require to finish it (i.e. bridge a sea, bridge an ocean).&lt;br /&gt;
* Bonus: Enter in adventure mode, cross water without needing to swim (jump at worse). Marvel at your ingenuity.&lt;br /&gt;
** Thoroughness bonus: complete it yourself in adventure mode if it isn't already. Make it out of bodies and bones if you have to.&lt;br /&gt;
* Resistance bonus: Make (obsidian?) pillars every 40 or so tiles so that you (or some other player) can enter in any embark, with cave-ins on, and even dig through the pillar to the ocean floor, making an under-the-sea fortress there (or just exploiting the natural cave system).&lt;br /&gt;
&lt;br /&gt;
== Traveling Circus ==&lt;br /&gt;
Travel across the world, building megaprojects like pyramids or bridges.&lt;br /&gt;
‘’’Difficulty’’’: Takes a lot of time.&lt;br /&gt;
* Bonus: travel around and actually release [[HFS|the circus]] on every embark.&lt;br /&gt;
&lt;br /&gt;
== Make family tree for characters ==&lt;br /&gt;
&lt;br /&gt;
Go to a free family tree generator and add as many characters as you want/can (http://myheritage.com/ is good for this). Not even Legends Viewer will be able to compete with the sheer awesomeness of having the list of your dwarves' relatives (and kills) right up to year one.&lt;br /&gt;
* Bonus: Do it for all the dwarves you had on embark, enemies you killed and such.&lt;br /&gt;
** SuperResilientBonus: Do it in a world that's been played for over 100 years.&lt;br /&gt;
* Masochism bonus: give figurative trees to those tree-huggers and make a tree for nigh-immortal (and who mate like &amp;lt;s&amp;gt;bunnies&amp;lt;/s&amp;gt; [[unicorn]]s) elves.&lt;br /&gt;
* Memory bonus: add fun facts about the characters that can't be found in legends, like exactly ''how'' that legendary hammerdwarf lost his [BODYPART] in that famous siege where he's held as a hero, or how he was slacking in the hospital for the rest of his life after only being mauled by a megabeast. Or 10.&lt;br /&gt;
* Unintentional bonuses:&lt;br /&gt;
** Marvel at the error messages, like &amp;quot;Urist McValueDissonance married a little too young&amp;quot;, &amp;quot;Urist McNotEvenImmortalVampireOrWerewolf is declared still alive, assumed to be 1000+ years old&amp;quot; or &amp;quot;You just told me Urist McGranny gave birth at the ripe age of 150. Are you sure you're not high?&amp;quot;&lt;br /&gt;
** Make their profiles unprivate so they can be found on Google.&lt;br /&gt;
* Detail bonus: if you had your game save on seasonal, go to all the now-dead-critters and add the description for each.&lt;br /&gt;
* Artifact bonus: somehow get a hold of a [http://www.bay12forums.com/smf/index.php?topic=89305.0 legendary &amp;lt;s&amp;gt;dwarf&amp;lt;/s&amp;gt;] character's savegame, and show us who his ancestors were.&lt;br /&gt;
* Mission Impossible Bonus: Do it for as many characters in a &amp;quot;very long history&amp;quot; world.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Lurker</name></author>
	</entry>
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