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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lymojo</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-15T07:49:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34947</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34947"/>
		<updated>2009-05-20T18:22:42Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Does Armok represent the player? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;br /&gt;
::Then I may or may not be on to something here! The 'god of blood' would certainly be an appropriate description for the player at times, and offer a simple explanation for the game mechanics... --[[User:Jackard|Jackard]] 16:08, 15 January 2008 (EST)&lt;br /&gt;
::: That's an interesting theory. I came on here looking for answers because I can't tell if Armok is the god of the dwarves or the god of their enemies. Or if he's just a dick god that everyone serves unwillingly. [[User:Lymojo|Lymojo]] 18:22, 20 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34946</id>
		<title>Talk:Armok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Armok&amp;diff=34946"/>
		<updated>2009-05-20T18:22:12Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Does Armok represent the player? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How bout a category for future gods? [[User:Jikor|Jikor]] 07:23, 14 January 2008 (EST)&lt;br /&gt;
:Well, Lore would fit that fine, and future features would've been a good reason not to remove the category tag from Armok. --[[User:N9103|Edward]] 19:55, 14 January 2008 (EST)&lt;br /&gt;
==Does Armok represent the player?==&lt;br /&gt;
I haven't been around long enough to know about the earlier games, but has Armok ever shown up as an actual character in the games or remained an ambiguous entity in the background? --[[User:Jackard|Jackard]] 23:26, 14 January 2008 (EST)&lt;br /&gt;
:I believe all that has been revealed about him is in the full name of the games: Slaves to Armok, god of Blood.--[[User:Karlito|Karlito]] 12:15, 15 January 2008 (EST)&lt;br /&gt;
::Then I may or may not be on to something here! The 'god of blood' would certainly be an appropriate description for the player at times, and offer a simple explanation for the game mechanics... --[[User:Jackard|Jackard]] 16:08, 15 January 2008 (EST)&lt;br /&gt;
::: That's an interesting theory. I came on here looking for answers because I can't tell if Armok is the god of the dwarves or the god of their enemies. Or if he's just a dick god that everyone serves unwillingly.&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37961</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=37961"/>
		<updated>2009-05-15T18:53:49Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Making Coke from Other Materials */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Flight pathing is even broken for invaders. What a shame! Swimmers can have problems too, though not ''that'' bad. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --[[User:Rakankou|Rakankou]] 12:27, 25 July 2008 (EDT)&lt;br /&gt;
::: It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):&lt;br /&gt;
::::[SPEC_HEAT:7500]&lt;br /&gt;
::::[MELTING_POINT:25000]&lt;br /&gt;
::::[BOILING_POINT:50000]&lt;br /&gt;
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008&lt;br /&gt;
IGNITE_POINT is a matgloss token. [[User:Random832|Random832]] 17:01, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== .txt ==&lt;br /&gt;
&lt;br /&gt;
My word processer won't let me save .txts. Does that matter?&lt;br /&gt;
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Modded creatures not showing? ==&lt;br /&gt;
&lt;br /&gt;
I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans.&lt;br /&gt;
Persians, Like goblins but weaker and stupider.&lt;br /&gt;
after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen.&lt;br /&gt;
I really want to kick persians with spartans instead of biting goblins with dwarves.&lt;br /&gt;
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Random&amp;quot; civ selection with more than one playable civ ==&lt;br /&gt;
&lt;br /&gt;
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the &amp;quot;nearby civilizations&amp;quot; section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the &amp;quot;random selection&amp;quot; note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just the one line about how the race you'll be playing will be at the top of the 'neighbours' list wouldn't be that bad, wouldn't it? No tutorial required, anyway. Maybe we could divide the topic later, but I think this is an relevant as anything, considering how much depth can be added to the game this way. --[[User:Navian|Navian]] 18:55, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, added a paragraph on picking your species. I think I covered all the pertinent points fairly succinctly. As a random aside, while the species I added is quite hardy and long-lived, so they've never been wiped out, I'm not sure if the game will care if some of the playable species die out. While in the vanilla game with the default settings it's impossible to kill off the dwarves, since the game will reject it due to having no playable civs, with additional playable races it may just be possible to have your extra species (or the dwarves) all die out and be unplayable in an otherwise acceptable map.--[[User:Quil|Quil]] 09:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I confirmed that. My aquatic playable civ didn't appear on a map without their starting biome, and my single gender race was wiped out by humans on the next go, leaving only the other playable each time. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock Crystals ==&lt;br /&gt;
&lt;br /&gt;
How would I go about modding the game to either allow me to import rough rock crystals or allowing me to make crystal glass from cut rock crystals?--[[User:Mjo625|Mjo625]] 07:37, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Or add a reaction that will change rock crystals into rough rock crystals. I added &lt;br /&gt;
&lt;br /&gt;
[REACTION:ROUGH ROCK CRYSTAL]&lt;br /&gt;
[NAME:Melt Rock Crystal]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:SMALLGEM:NO_SUBTYPE:STONE:ROCK_CRYSTAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:ROCK_CRYSTAL]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].&lt;br /&gt;
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adding a programming emphasis ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am interested in modding and am a programmer by profession.&lt;br /&gt;
I think it would be nice to approach the modding guide the same way as any programming language guide.&lt;br /&gt;
It may be that not a lot of people who are programmers are coming to do Modding in DF but that doesn't mean they couldn't benefit greatly from some basic programming theory and knowledge.  In fact, it was modding old-school rogue games for BBS systems that actually introduced me to real programming...&lt;br /&gt;
I hope any edits I make meet with your approval.&lt;br /&gt;
I also hope maybe we can start a plain-speech syntax guide for the mod files and a glossary of terms for all the hard-coded tags.&lt;br /&gt;
I must admit that at this stage, going through the default files, I am a bit overwhelmed with the variety and have trouble knowing which tags/flags/tokens correspond to a hard-coded concept and which ones are simply built from other tags.  &lt;br /&gt;
The entity tags also have tokens whose importance I cannot yet determine.&lt;br /&gt;
At these times, I wish I just had a simple glossary to refer to!&lt;br /&gt;
So my request is that the wiki could have some sort of glossary/index for all these terms similar to the way creatures are organized.&lt;br /&gt;
For an example of a code dictionary, please see: http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/&lt;br /&gt;
(I know the terms are a bit esoteric for non-programmers, like bitwise operators appear at the top of the list... but the concept is simple--and df modding has no operators, only keywords)&lt;br /&gt;
&lt;br /&gt;
If there's anything over at bay12 like this, please let me know.  I looked but couldn't find anything.  Consensus seemed to be that it belonged on this wiki.&lt;br /&gt;
&lt;br /&gt;
Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Healing Mods? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Coke from Other Materials ==&lt;br /&gt;
&lt;br /&gt;
So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.&lt;br /&gt;
&lt;br /&gt;
What I did was copy the entry under &amp;quot;smelt lignite into coke&amp;quot; from matgloss_reactions.txt and then changed all the &amp;quot;lignite&amp;quot; into &amp;quot;gneiss&amp;quot;. However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44239</id>
		<title>40d Talk:Site finder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Site_finder&amp;diff=44239"/>
		<updated>2009-05-14T03:30:00Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Bauxite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Multiple Results? ==&lt;br /&gt;
Given that the search covers the entire map, is there a way to see all of the results instead of only one?  Also, is the result the first one found, the &amp;quot;best&amp;quot; one, or the closest one to the cursor's location at search time?  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:40, 12 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's probably the first one found. I haven't seen a difference based on cursor location - a search with all features n/a from the top left and from bottom right gave same result. There isn't a way to see all results. [[User:VengefulDonut|VengefulDonut]] 00:30, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Area searched ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The statement in the main article that the site finder will only take into account current latitude/longitude is incorrect. The bug isn't that crisp. Generally, it'll prefer sites from the quadrant or so nearest your cursor, rather than sites on the far side of the map. I generally find that four searches, one in each quadrant, will find whatever sites on the map best correspond with the criteria I'm seeking.&lt;br /&gt;
&lt;br /&gt;
The best way to find different locations is to move the cursor AND change an arbitrary setting you don't care much about, like swapping &amp;quot;bottomless pit&amp;quot; for &amp;quot;chasm.&amp;quot;&lt;br /&gt;
:I have done a few searches and there were two indicators that it really only uses one latitude: I only got results on the latitude the cursor was on initially and the finder counts up to one extent of the map (129 for as 129x129 map). I tested again today and indeed it is wrong - the finder searches the whole map, it seems. I'll correct my edit.&lt;br /&gt;
&lt;br /&gt;
== Bauxite ==&lt;br /&gt;
&lt;br /&gt;
I wish Bauxite was an option. What I need in a site is Water+Magma+Flux+Bauxite, but since I can't require the last one and can't scan through multiple suggestions, this doesn't help much.&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 15:01, 8 October 2008 (EDT)&lt;br /&gt;
:Try asking on the forums. --[[User:GreyMario|GreyMaria]] 16:27, 8 October 2008 (EDT)&lt;br /&gt;
:Or mod bauxite to be more common. --[[User:Heron|Heron]] 16:50, 8 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If it's just magma-safe mechanisms you're after, you can bring some raw bauxite when you design your party (be sure to keep masons/stonecrafters away from it, however).  You can make magma-safe floodgates and other objects out of nickel/iron/platinum/what heave you.  You can also order bauxite from the dwarven caravan once the liaison shows up.--[[User:Maximus|Maximus]] 11:51, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I know, I just ''hate'' being dependent on imports for a critical material.--[[User:Macdjord|Macdjord]] 12:39, 9 October 2008 (EDT)&lt;br /&gt;
::::I almost never have bauxite as an option to import. [[User:HeWhoIsPale|HeWhoIsPale]] 12:48, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I know it feels like cheating, but you can just mod a stone that is on your map to be like bauxite. Just make it a fairly rare one so you still kind of have to work for it. [[User:Lymojo|Lymojo]] 03:30, 14 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== No: 'Not all' or 'None at all'? ==&lt;br /&gt;
&lt;br /&gt;
When you select 'no' for, say aquifer, does is search for a site that has ''no'' aquifer tiles, or a site with at least one non-aquifer tile?&amp;lt;br /&amp;gt;&lt;br /&gt;
--[[User:Macdjord|Macdjord]] 15:00, 28 October 2008 (EDT)&lt;br /&gt;
*None at all. --[[User:ThunderClaw|ThunderClaw]] 15:49, 28 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22789</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22789"/>
		<updated>2009-05-13T23:03:08Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Removing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-axis|Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. Murky pools can evaporate completely in summer in sufficiently hot climates, or can be drained manually, but in either case can be refilled by rainwater or melting snow or ice.&lt;br /&gt;
&lt;br /&gt;
Drinking from a murky pool will give dwarves an unhappy [[thought]].  Dwarves will not normally drink from murky pools if they can at all help it; they will prefer to remain thirsty instead of drinking from a murky pool, holding out for the hope that [[well]] [[water]] or some [[alcohol]] will be produced in the mean time.  However, if there are no other water sources that present themselves, dwarves will eventually force themselves to drink from a murky pool when they become very thirsty.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
In order to remove a murky pool, you must first remove the water. You can do this with a pump, or you can let pools evaporate in hot/scorching climates, or you can just dig into your pools from the side and let the water drain away and evaporate.&lt;br /&gt;
&lt;br /&gt;
The bottom of a murky pool will keep it's &amp;quot;murky pool&amp;quot; status, presumably to let the game know that water should collect there during rain storms. You can't build certain structures, including farm plots, on dry &amp;quot;murky pool&amp;quot; tiles.&lt;br /&gt;
&lt;br /&gt;
To de-murk those tiles, simply build a paved road on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed. Be aware that once you do this the tiles won't fill with water during rainstorms anymore.&lt;br /&gt;
&lt;br /&gt;
== Refill ==&lt;br /&gt;
&lt;br /&gt;
Murky pools will refill with water during the rains.  The degree to which they refill appears to be dependent on the ambient temperature (and therefore the evaporation rate) of the map; in hot climates, pools may not fill to more than 1/7 or 2/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22788</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22788"/>
		<updated>2009-05-13T23:00:32Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Removing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-axis|Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. Murky pools can evaporate completely in summer in sufficiently hot climates, or can be drained manually, but in either case can be refilled by rainwater or melting snow or ice.&lt;br /&gt;
&lt;br /&gt;
Drinking from a murky pool will give dwarves an unhappy [[thought]].  Dwarves will not normally drink from murky pools if they can at all help it; they will prefer to remain thirsty instead of drinking from a murky pool, holding out for the hope that [[well]] [[water]] or some [[alcohol]] will be produced in the mean time.  However, if there are no other water sources that present themselves, dwarves will eventually force themselves to drink from a murky pool when they become very thirsty.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
In order to remove a murky pool, you must first remove the water. You can do this with a pump, or you can let pools evaporate in hot/scorching climates, or you can just dig into your pools from the side and let the water drain away and evaporate.&lt;br /&gt;
&lt;br /&gt;
The bottom of a murky pool will keep it's &amp;quot;murky pool&amp;quot; status, presumably to let the game know that water should collect there during rain storms. You can't build certain structures, including farm plots, on dry &amp;quot;murky pool&amp;quot; tiles.&lt;br /&gt;
&lt;br /&gt;
To de-murk those tiles, simply build a paved road on top of them, and then remove it. The floor covered by the road will become standard soil once the road is removed.&lt;br /&gt;
&lt;br /&gt;
== Refill ==&lt;br /&gt;
&lt;br /&gt;
Murky pools will refill with water during the rains.  The degree to which they refill appears to be dependent on the ambient temperature (and therefore the evaporation rate) of the map; in hot climates, pools may not fill to more than 1/7 or 2/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22787</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22787"/>
		<updated>2009-05-13T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Removing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-axis|Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. Murky pools can evaporate completely in summer in sufficiently hot climates, or can be drained manually, but in either case can be refilled by rainwater or melting snow or ice.&lt;br /&gt;
&lt;br /&gt;
Drinking from a murky pool will give dwarves an unhappy [[thought]].  Dwarves will not normally drink from murky pools if they can at all help it; they will prefer to remain thirsty instead of drinking from a murky pool, holding out for the hope that [[well]] [[water]] or some [[alcohol]] will be produced in the mean time.  However, if there are no other water sources that present themselves, dwarves will eventually force themselves to drink from a murky pool when they become very thirsty.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
Removing murky pools is as simple as digging them out the same way you'd dig anything out. Just watch out for the water. Alternatively you can lay down (unpaved) dirt roads over the murky pool tiles.&lt;br /&gt;
&lt;br /&gt;
== Refill ==&lt;br /&gt;
&lt;br /&gt;
Murky pools will refill with water during the rains.  The degree to which they refill appears to be dependent on the ambient temperature (and therefore the evaporation rate) of the map; in hot climates, pools may not fill to more than 1/7 or 2/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22786</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22786"/>
		<updated>2009-05-13T22:50:24Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Removing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-axis|Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. Murky pools can evaporate completely in summer in sufficiently hot climates, or can be drained manually, but in either case can be refilled by rainwater or melting snow or ice.&lt;br /&gt;
&lt;br /&gt;
Drinking from a murky pool will give dwarves an unhappy [[thought]].  Dwarves will not normally drink from murky pools if they can at all help it; they will prefer to remain thirsty instead of drinking from a murky pool, holding out for the hope that [[well]] [[water]] or some [[alcohol]] will be produced in the mean time.  However, if there are no other water sources that present themselves, dwarves will eventually force themselves to drink from a murky pool when they become very thirsty.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
Removing murky pools is as simple as digging them out the same way you'd dig anything out. Just watch out for the water. Alternatively you can lay down (unpaved) dirt roads over the murky pool tiles.&lt;br /&gt;
: You actually can't lay down dirt roads over a murky pool tile. Laying down a paved road and then removing it will kill murky pools, though. [[User:Lymojo|Lymojo]] 22:50, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Refill ==&lt;br /&gt;
&lt;br /&gt;
Murky pools will refill with water during the rains.  The degree to which they refill appears to be dependent on the ambient temperature (and therefore the evaporation rate) of the map; in hot climates, pools may not fill to more than 1/7 or 2/7.&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22583</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22583"/>
		<updated>2009-05-13T21:38:57Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* College */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
&lt;br /&gt;
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
&lt;br /&gt;
==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
&lt;br /&gt;
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
&lt;br /&gt;
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pave the World? ==&lt;br /&gt;
&lt;br /&gt;
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
&lt;br /&gt;
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
&lt;br /&gt;
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39401</id>
		<title>40d Talk:Legendary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary&amp;diff=39401"/>
		<updated>2009-05-13T21:14:43Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* marriage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I added record keeping to the skills that it's easy to become legendary in since it's even quicker than mining and engraving when set to 100% accuracy [[User:Moonman|Moonman]] 15:04, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It could also be added that [[screw pump|screw pump gyms]] are a nice way to the respective skill, as mentioned in the article. I think its even faster than the siege skill.&lt;br /&gt;
&lt;br /&gt;
Should we mention that legendary dwarves don't pay money once the economy sets in?&amp;lt;br&amp;gt;&lt;br /&gt;
Might be important.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Lordmick134|Lordmick134]] 12:21, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Aye. --[[User:Savok|Savok]] 16:34, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blinking ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure how important this is, but I'll talk about it anyways. I set up a game with [[User:Rinn/AdjustProfile|Adjust Profile]] so that all of my starting Dwarves were legendary. So la-de-da-da, they all blink 'in tune' at the start. After some time, they some of them started to blink out of tune with one another. So does this mean that the blinking subroutine is independently timed on each dwarf?  Is there significant lag if one has a legendary dwarf vs a non-legendary? Or 5? Or 50? --[[User:Chrispy|Chrispy]] 08:21, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Has anyone ever suggested removing the blinking? The blinking gets a bit harsh on the eyes, especially when you have tons of legendary dwarves. I'd just prefer a [L] tag somewhere in the person's name/skill list. --[[User:AlexFili|AlexFili]] 04:50, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How fast? ==&lt;br /&gt;
&lt;br /&gt;
Exactly how quickly do legendary dwarves gain skill levels? I assigned my legendary miner to be an engraver and wasn't seeing any breathtaking skill increases, so meh. --[[User:Xonara|Xonara]] 04:52, 29 October 2008 (EDT)&lt;br /&gt;
: My impression, without any experimentation, is that they don't gain levels faster than anyone else. However, they do tend to be Harder/Better/Faster/Stronger due to attribute increases from gaining experience and the page on [[Experience]] indicates that experience is achieved upon (assumedly successful) completion of a task, so if the attributes make them complete more quickly, or with a higher degree of success, they will indeed level faster, although I don't think it will be that marked in most cases. -[[User:Fuzzy|Fuzzy]] 08:53, 29 October 2008 (EDT)&lt;br /&gt;
::I'm kinda doubting it'd be worth doing except for the REALLY hard to train skills. The only way I might use it is to make those lazy idlers do something useful for once, while I decide what their brutal living conditions will be. --[[User:Xonara|Xonara]] 19:33, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, being legendary doesn't necessarily make dwarves faster (except at the specific legendary skill) -- it's their [[attributes]] that make them faster, break for food/drink/sleep less often, or more able to carry heavy loads.  High strength is critical for siege operating, for instance, since the operator has to carry a heavy rock throughout the entire firing procedure.  Perfect agility is only 1.8 times faster than no-speed, and it's not even certain that agility speeds things like workshop tasks (it does seem to speed mining).  Though it definitely makes them faster while fetching materials.--[[User:Maximus|Maximus]] 21:01, 29 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Posessed? ==&lt;br /&gt;
This mentiones that being posessed does not give a dwarf legendary skill, but I've only had two artifacts made... one by someone in a secretive mood, and one posessed... and both blink. The first one is an engraver who throws up Mona Lisas all over the place...getting 'Has created a masterpiece' messages so quickly they're stepping on each other... Someone has one hell of a legendary 2x2 bedroom... :-p --[[User:Azaram|Azaram]] 22:58, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:They can still become legendary through regular skill gains (engraver trains ''quite'' quickly), and dwarves can still have a strange mood after they have reached legendary by other means.--[[User:Maximus|Maximus]] 01:06, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hm. I've got four artifacts, but only three dwarves. Must have been someone else at the same time... --[[User:Azaram|Azaram]] 04:30, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== marriage ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that most of the married couples in my fortress have at least one legendary dwarf in them. Do you think that this is just coincidence, or is there some sort of thing with them being more attractive to the other dwarves (because of the legendary title) do the dwarves just want the free room and board during economy(lol)? or is it some sort of thing with the dwarves who get moods (most of my married legendary dwarves were from moods) have to have a personality that makes them compatible with at least one type of other personalty.--[[User:Destor|Destor]] 00:01, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Good question. Another (completely un-tested) theory is that happy dwarves are more likely to marry. Creating an artifact is the most thrill-inspiring thing a dwarf can do, so they're more likely to be the happiest dwarves in the fort. [[User:Lymojo|Lymojo]] 21:14, 13 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19133</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19133"/>
		<updated>2009-05-08T05:19:21Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;br /&gt;
:OP here, I've done some of my own research. Lava definitely destroys roads, and I'm guessing trolls do, too, because they are technically &amp;quot;buildings&amp;quot;.&lt;br /&gt;
:Interestingly, though, roads are almost perfectly suited for my brook-covering purposes, because after they're removed they return everything to whatever the default layer is. All brook tiles covered by a road are transformed into soil when the road is removed. (The actual water-filled tiles underneath are perfectly preserved - just the &amp;quot;brook&amp;quot; tiles on the surface are changed). This was nice for me, but you should be careful if you're looking to preserve your pretty river vista. [[User:Lymojo|Lymojo]] 05:19, 8 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19130</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19130"/>
		<updated>2009-05-08T00:36:08Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Destruction */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply.&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23600</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23600"/>
		<updated>2009-05-07T18:31:11Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Build Direction */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs. [[User:Diabl0658|Diabl0658]] 23:15, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Build a bridge on the area to &amp;quot;catch&amp;quot; them, or build a statue or floodgate on the floor so that they can't stand on it. They can still remove the floor while standing to the side. The statue or whatever will still fall, though. --[[User:Turgid Bolk|Turgid Bolk]] 02:29, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Building a tower ==&lt;br /&gt;
&lt;br /&gt;
I want to build a tower with a 3x3 floor on the top level for a siege engine.&lt;br /&gt;
&lt;br /&gt;
What I thought was:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#.#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
where # is a wall&lt;br /&gt;
. is a gap&lt;br /&gt;
&amp;lt; is a stair of the right direction to get from the lower to the upper level.&lt;br /&gt;
&lt;br /&gt;
What do I do about the . in the middle to be able to build there? &lt;br /&gt;
I know that when I build a wall I automatically get a floor, but how do I build a floor in mid-air?&lt;br /&gt;
&lt;br /&gt;
Thanks,[[User:GarrieIrons|GarrieIrons]] 00:16, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wall-created floors are on the next level up. Just build a floor above the gap and it'll be fine... In my executions of the catapult tower idea, the stairs are placed so that access is still possible during a siege. (i.e. underground access and a platform at least 3x5 (typically expanded to 3x7 to get 2 for one) so that the stairs can come between the walls and there still being room for the catapult.) That should help ya, even if it's not exactly what you're looking for. --[[User:N9103|Edward]] 08:45, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removal behaviour ==&lt;br /&gt;
The only part of the construction removal behaviour I haven't verified is how previously engraved floors are handled. -- [[User:Raumkraut|Raumkraut]] 00:50, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Contrasting Costs ==&lt;br /&gt;
&lt;br /&gt;
Can someone include a blurb concerning the high contrast in costs between building floors and bridges?&lt;br /&gt;
&lt;br /&gt;
It really seems to be a bug at this point.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 12:35, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, a bridge is only meant for dwarves and wagons to walk over, you can't build a wall or floor hanging on a bridge, you can't build rooms on your bridge. i've quite some experience in this because i like making above ground fortresses.&lt;br /&gt;
&lt;br /&gt;
~Scruga~&lt;br /&gt;
&lt;br /&gt;
== Children Removing Constructions ==&lt;br /&gt;
&lt;br /&gt;
My children keep trying to remove constructions, which is fine except for the fact that they take like eight times as long as a miner to do it. Is there any way to forbid them? [[User:Lymojo|Lymojo]] 18:29, 7 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Build Direction ==&lt;br /&gt;
&lt;br /&gt;
Can we put in a section about the direction from which dwarves will build constructions?&lt;br /&gt;
&lt;br /&gt;
The general rule seems as though they prefer working from the the square above or the square to the left when building walls, but I've seen them break this rule sometimes. There must be some logic to it, does anyone know?&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23599</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23599"/>
		<updated>2009-05-07T18:29:06Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Children Removing Constructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs. [[User:Diabl0658|Diabl0658]] 23:15, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Build a bridge on the area to &amp;quot;catch&amp;quot; them, or build a statue or floodgate on the floor so that they can't stand on it. They can still remove the floor while standing to the side. The statue or whatever will still fall, though. --[[User:Turgid Bolk|Turgid Bolk]] 02:29, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Building a tower ==&lt;br /&gt;
&lt;br /&gt;
I want to build a tower with a 3x3 floor on the top level for a siege engine.&lt;br /&gt;
&lt;br /&gt;
What I thought was:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#.#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
where # is a wall&lt;br /&gt;
. is a gap&lt;br /&gt;
&amp;lt; is a stair of the right direction to get from the lower to the upper level.&lt;br /&gt;
&lt;br /&gt;
What do I do about the . in the middle to be able to build there? &lt;br /&gt;
I know that when I build a wall I automatically get a floor, but how do I build a floor in mid-air?&lt;br /&gt;
&lt;br /&gt;
Thanks,[[User:GarrieIrons|GarrieIrons]] 00:16, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wall-created floors are on the next level up. Just build a floor above the gap and it'll be fine... In my executions of the catapult tower idea, the stairs are placed so that access is still possible during a siege. (i.e. underground access and a platform at least 3x5 (typically expanded to 3x7 to get 2 for one) so that the stairs can come between the walls and there still being room for the catapult.) That should help ya, even if it's not exactly what you're looking for. --[[User:N9103|Edward]] 08:45, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removal behaviour ==&lt;br /&gt;
The only part of the construction removal behaviour I haven't verified is how previously engraved floors are handled. -- [[User:Raumkraut|Raumkraut]] 00:50, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Contrasting Costs ==&lt;br /&gt;
&lt;br /&gt;
Can someone include a blurb concerning the high contrast in costs between building floors and bridges?&lt;br /&gt;
&lt;br /&gt;
It really seems to be a bug at this point.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 12:35, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, a bridge is only meant for dwarves and wagons to walk over, you can't build a wall or floor hanging on a bridge, you can't build rooms on your bridge. i've quite some experience in this because i like making above ground fortresses.&lt;br /&gt;
&lt;br /&gt;
~Scruga~&lt;br /&gt;
&lt;br /&gt;
== Children Removing Constructions ==&lt;br /&gt;
&lt;br /&gt;
My children keep trying to remove constructions, which is fine except for the fact that they take like eight times as long as a miner to do it. Is there any way to forbid them? [[User:Lymojo|Lymojo]] 18:29, 7 May 2009 (UTC)Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23598</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23598"/>
		<updated>2009-05-07T18:28:28Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Children Removing Constructions */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs. [[User:Diabl0658|Diabl0658]] 23:15, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Build a bridge on the area to &amp;quot;catch&amp;quot; them, or build a statue or floodgate on the floor so that they can't stand on it. They can still remove the floor while standing to the side. The statue or whatever will still fall, though. --[[User:Turgid Bolk|Turgid Bolk]] 02:29, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Building a tower ==&lt;br /&gt;
&lt;br /&gt;
I want to build a tower with a 3x3 floor on the top level for a siege engine.&lt;br /&gt;
&lt;br /&gt;
What I thought was:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#.#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
where # is a wall&lt;br /&gt;
. is a gap&lt;br /&gt;
&amp;lt; is a stair of the right direction to get from the lower to the upper level.&lt;br /&gt;
&lt;br /&gt;
What do I do about the . in the middle to be able to build there? &lt;br /&gt;
I know that when I build a wall I automatically get a floor, but how do I build a floor in mid-air?&lt;br /&gt;
&lt;br /&gt;
Thanks,[[User:GarrieIrons|GarrieIrons]] 00:16, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wall-created floors are on the next level up. Just build a floor above the gap and it'll be fine... In my executions of the catapult tower idea, the stairs are placed so that access is still possible during a siege. (i.e. underground access and a platform at least 3x5 (typically expanded to 3x7 to get 2 for one) so that the stairs can come between the walls and there still being room for the catapult.) That should help ya, even if it's not exactly what you're looking for. --[[User:N9103|Edward]] 08:45, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removal behaviour ==&lt;br /&gt;
The only part of the construction removal behaviour I haven't verified is how previously engraved floors are handled. -- [[User:Raumkraut|Raumkraut]] 00:50, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Contrasting Costs ==&lt;br /&gt;
&lt;br /&gt;
Can someone include a blurb concerning the high contrast in costs between building floors and bridges?&lt;br /&gt;
&lt;br /&gt;
It really seems to be a bug at this point.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 12:35, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, a bridge is only meant for dwarves and wagons to walk over, you can't build a wall or floor hanging on a bridge, you can't build rooms on your bridge. i've quite some experience in this because i like making above ground fortresses.&lt;br /&gt;
&lt;br /&gt;
~Scruga~&lt;br /&gt;
&lt;br /&gt;
== Children Removing Constructions ==&lt;br /&gt;
&lt;br /&gt;
My children keep trying to remove constructions, which is fine except for the fact that they take like eight times as long as a miner to do it. Is there any way to forbid them?&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12443</id>
		<title>40d:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Construction&amp;diff=12443"/>
		<updated>2009-05-07T18:26:36Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Strange removal behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any object that is normally fashioned out of a naturally-occurring (&amp;quot;rough-hewn&amp;quot;) wall can also be built on a completely empty tile as a '''construction'''.  This includes [[stair]]s, [[ramp]]s, [[fortification]]s, and even new [[wall]]s and [[floor]]s.  &lt;br /&gt;
&lt;br /&gt;
Although &amp;quot;built&amp;quot;, constructions are not the same as [[building]]s (such as [[workshop]]s or [[furniture]]), instead functioning as inert terrain objects.  Once built, you cannot interact with constructions via the {{k|q}} or {{k|t}} menus (although you can suspend or cancel their construction via these keys).&lt;br /&gt;
&lt;br /&gt;
To build a construction, type {{k|b}}-{{k|C}}.  A construction can be built out of any type of [[stone]], [[block]]s, [[bar]]s, or [[wood]], and requires a [[mason]] if made out of stone, glass or soap; a [[carpenter]] if made out of wood; or any kind of [[metalsmith]] if made out of [[metal]]. &lt;br /&gt;
&lt;br /&gt;
Constructions behave the same as objects fashioned out of natural rock, although the manner in which they are removed is different.  Stairs and ramps made from natural rock are removed via &amp;quot;Remove Up Stairs/Ramps&amp;quot; ({{k|d}}-{{k|z}}); non-constructed walls and fortifications must be [[mining|mined]] out ({{k|d}}-{{k|d}}); and natural floors are removed by digging a [[channel]] ({{k|d}}-{{k|h}}).  However, all ''constructed'' objects of any type are removed via &amp;quot;Remove Construction&amp;quot; ({{k|d}}-{{k|n}}).  No specific [[labor]] is required to remove a construction, regardless of what labor was required to build it: even [[children]] can and will remove constructions (in fact they do so with glee).  Makes you wonder how they can be so effective at stopping enemies.&lt;br /&gt;
&lt;br /&gt;
Building a construction on a smoothed or additionally engraved floor will remove the smoothing, see removal behavior, and also the engraving. This will give the engraver the usual unhappy thought from art defacement in the case of a masterful engraving.&lt;br /&gt;
&lt;br /&gt;
The most valuable material constructions can be made from is masterful tallow soap made from the tallow of a [MODVALUE:50] creature such as a dragon, which is worth 15000 a bar.&lt;br /&gt;
&lt;br /&gt;
== Strange removal behavior ==&lt;br /&gt;
&lt;br /&gt;
Once a constructed wall or floor is built, then removed, the remaining floor changes to reflect the base rock of the tile, rather than any stone, ore or [[gem]] vein. For instance, if you were to build a wall on a square of a mined-out [[hematite]] seam within a [[basalt]] rock layer, then remove the wall construction, the floor underneath would become basalt, rather than the original hematite.&lt;br /&gt;
More to it, if the floor was smoothed, it will become rough again, and engravings will not return.&lt;br /&gt;
&lt;br /&gt;
One can use this behavior to their advantage in the removal of immovable [[boulders]] outside. By building a wall on top of a boulder and then removing the wall, the boulder will be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Priority ==&lt;br /&gt;
&lt;br /&gt;
Constructions are worked on in a first in last out ordering, also known as a stack (as opposed to a queue).  As such, if you order new construction, workers will attempt to complete those constructions first before returning to work on other designated constructions.&lt;br /&gt;
&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8701</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8701"/>
		<updated>2009-05-06T22:04:20Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Definition of &amp;quot;flow&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual motion machine==&lt;br /&gt;
I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
==edit comments==&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
==Perpetual motion again==&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1/7 water Hight. [[User:Hoborobo|Hoborobo]] 04:59, 8 June 2008 (EDT)-&lt;br /&gt;
::That doesn't sound correct to me... [[User:Juckto|Juckto]] 20:33, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just redirected a river to run through my fortress and then back out again. As my channel was filling up it provided NO power. However, once the water filled the spaces at the edge of the map (the OUT point of the original river), my waterwheels suddenly gained power. It seems that flow takes place either a) when the depth of the water is shifting around or b) when the tile is defined as a river. Rivers seem to be defined as any body of water that is connected to both the in and out points on a river. [[User:Lymojo|Lymojo]] 22:04, 6 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm sure about the minimum being 4/7, never had a waterwheel that would work below that level. Maybe it counts the water as flowing if the water depth changes during x ticks? If thats the case then a closed system would work unless you manage to get all the tiles at the same depth. I doubt the game uses a system much more complicated than that, as it would cause incredible lag checking each tile for depth, direction of flow, speed of flow, and path of least resistance. Not to mention factoring in water pressure and evaporation. Additionally, waterwheels seem to work no matter what their orientation is to the water. --[[User:Elvang|Elvang]] 04:37, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hrm, yeah, it seems like you need change of depth for it to count as &amp;quot;flow&amp;quot;. Putting in the ocean just don't work.[[User:G-Flex|G-Flex]] 04:23, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Change of depth not needed. Putting it in a full river works. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::I believe to have found the key to it: I placed three waterwheels in the bed of a drained underground river; the first one with its outer tiles on the riverbed, the second one hanging in a channel of three tiles, the third one with its outer tiles on top of two constructed walls, which I constructed in a channel in the riverbed, i.e. on rough stone-block floor. &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
So I built them on top of this:&lt;br /&gt;
&lt;br /&gt;
 1.     2.     3.  (  4. )&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    r=river-tile&lt;br /&gt;
r_r    r_r    r_r  ( f_f )    f=rough floor (top of constructed wall)&lt;br /&gt;
rrr    r_r    rfr  ( f_f )    _=open space (channeled underneath)&lt;br /&gt;
rrr    rrr    rrr  ( fff )&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
::::::When I let the water in again, only the second one was powered, even when I interrupted the flow again. (As I the water flew out, it still turned at water level 1. That seems to be the minimum level indeed.){{verify}} So the generation of power seemed to depend on the underground you build them in, not on anything like flow. Then, to verify my theory that you need river-tiles around waterwheels to make them work, I built a fourth one upstream, which was surrounded by floor-tiles. This one, however, streched all across the river, and so divided it into a lower part (with the three waterwheels in it) and an upper part. In the lower part, no waterwheel worked anymore, as I built one of the second type in the upper part of the river, it worked again!&lt;br /&gt;
::::::Therefore, I suppose waterwheels must be surrounded (at least partially?){{verify}} by river-tiles, which additionally must not be disconnected from the source of the river. --[[User:Doub|Doub]] 12:25, 4 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Construction Key? ==&lt;br /&gt;
&lt;br /&gt;
The construction area needs a key.  I can't figure out what the O is supposed to be, and I only use the ASCII version of DF.--[[User:RustyMcloon|Rusty Mcloon]] 11:19, 18 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It is a vertical axle. You should know, since you play the pseudo-ASCII version. --[[User:Savok|Savok]] 22:47, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Two Quick Questions... ==&lt;br /&gt;
&lt;br /&gt;
would water wheels be powered by water falling down a Z axis onto a waterwheel?&lt;br /&gt;
&lt;br /&gt;
can a waterwheel be used in magma or would it burn?&lt;br /&gt;
&lt;br /&gt;
--[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Water wheels need to be placed in a channel with water to be powered. AFAIK the channel doesn't have to be any longer than the water wheel, doesn't need water coming in nor going out. The game isn't clever enough yet... (shhh!)&lt;br /&gt;
::I think the water has to be depth:3.&lt;br /&gt;
::Water wheels have to be made of wood. Any machine that has magma flow through it, if it isn't made of magma-safe material, will burn/melt. You might get a bit of power for a short time but the water wheel would burn (assuming temperature is turned on which it is by default).&lt;br /&gt;
::To sign your name properly use the signature button on the toolbar or type &amp;quot;~&amp;quot; four times: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; [[User:GarrieIrons|GarrieIrons]] 21:26, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Waterwheels may not be magma-safe, but the actual structure of the wheel is built one z-level above the magma, rather than in it. Thus it is entirely plausible that a waterwheel could survive being used with magma. Whether it does actually survive such circumstances, and if so whether it starts turning, could do with being tested. --[[User:Raumkraut|Raumkraut]] 23:09, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well i guess i will have to do my own experiments on magma wheels, i will report my findings. --[[User:Althalus|Althalus]] 10:05, 9 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds something like [http://www.bay12games.com/forum/index.php?topic=25242.msg289749#msg289749 Cog's wooden magma pumps]. --[[User:Schwern|Schwern]] 20:22, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not really - of course, waterwheels suspended above magma will not self-destruct, since they are not IN magma, but it is not known whether magma ''powers'' waterwheels, or if that is only hardcoded to be water. --[[User:Savok|Savok]] 09:42, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Waterwheel on rivers ==&lt;br /&gt;
Yesterday I build a waterwheel above a river, it did not work. I build a second wheel in a moat channeled from the river it did work. Either I made some stupid error, or there is a bug at the current ver. that makes wheel not working on rivers themselves...  --[[User:Catpaw|Catpaw]] 06:37, 29 August 2008 (EDT)&lt;br /&gt;
:A brook or a river? [[User:HeWhoIsPale|HeWhoIsPale]] 09:24, 29 August 2008 (EDT)&lt;br /&gt;
:: Oh it was a brook, since my dwarfes always waded through it. okay I understand it now... Is kinda quirky in the simulation... you turn a brook into a river by digging its surface... uh. common logic anyone? :-) --[[User:Catpaw|Catpaw]] 09:50, 29 August 2008 (EDT)&lt;br /&gt;
::: Brooks have a special layer of floor on top of them that allows fishing and similar activities, but discounts it being considered as running water, channeling can remove this layer. Apparently this has been the best fit way of allowing a brook to be traversable while still being a body of water. [[User:HeWhoIsPale|HeWhoIsPale]] 10:51, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Water and Flow Answers ==&lt;br /&gt;
&lt;br /&gt;
After a few(a lot of) tests, I have deduced the following:&lt;br /&gt;
*A water wheel needs to have any '''one''' of its three tiles '''above''' water&lt;br /&gt;
**The water must be at least 4/7 depth&lt;br /&gt;
***The exception:water falling down a z-level&lt;br /&gt;
*:Placing a waterwheel with one tile stuck into the side of a water fall with make it active, and can be effectively done by placing several next to each other under the waterfall&lt;br /&gt;
*:Note: if the water flows over all three or the two opposite tiles, it will only be active for a second here and there, but it's great to make tons of mist&lt;br /&gt;
**It can not be submerged, a submerged water wheel will not work&lt;br /&gt;
*The water must be flowing, stationary water will not power the wheel&lt;br /&gt;
**A screw pump can make water flow (See the section of the article on Perpetual Motion)&lt;br /&gt;
**Many rivers do '''not''' flow, you may have to channel a side river to make it flow out of the actual river and then into some other body of water&lt;br /&gt;
*:P.S. it helps to stagger the channels downwards so that the flow continues&lt;br /&gt;
*Lava will make a water wheel turn, (if it flows of course) if you turn off temperature (the water wheel will simply go up in flames otherwise)&lt;br /&gt;
This information was gather in version 40d &lt;br /&gt;
Feel free to add anything here to the article or correct anything that might be wrong&lt;br /&gt;
&lt;br /&gt;
Very simple design for a water wheel&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W-*&amp;lt;br /&amp;gt;&lt;br /&gt;
+~W~+&amp;lt;br /&amp;gt;&lt;br /&gt;
(W) = wheel tile with flowing water under it&amp;lt;br /&amp;gt;&lt;br /&gt;
(-) = horizontal axle&amp;lt;br /&amp;gt;&lt;br /&gt;
(*) = gear assembly&amp;lt;br /&amp;gt;&lt;br /&gt;
(~) = river/brook tiles&amp;lt;br /&amp;gt;&lt;br /&gt;
(+) = ground/wall/whatever else you may have there&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--[[User:Wizjany|Wizjany]] 23:14, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure about submerged water wheels. I had a water wheel placed in a (channeled) brook, connected to a screw pump. I built a wall/box around both the screw pump and the water wheel to create a reservoir which was drawn from by another screw pump one z-level up. Perhaps the waterwheel only ceases to work after the water reaches a certain depth? --[[User:RomeoFalling|RomeoFalling]] 23:31, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Safe water wheel power ==&lt;br /&gt;
&lt;br /&gt;
Imagine that I had a totally walled off above-ground area.  Now I redirect a river to flow under my walls with an above-ground area between my walls.  Will this provide the necessary flow for a water wheel?  [[User:Gairabad|Gairabad]] 18:13, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I imagine if it would work without the walls in place, it would work with them in place.  But swimming creatures (crocodiles, etc.) might be able to swim up the channel.--[[User:Maximus|Maximus]] 19:27, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::A well-placed grate or two would deal with them.  [[User:Gairabad|Gairabad]] 23:55, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Any flow ought to be able to power a water wheel.  I've had three ganged water wheels running off the power of one aquifer flowing into another.  (much lava work was needed to breach the aquifer in various places.) --[[User:Corona688|Corona688]] 14:04, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Underwater Waterwheels==&lt;br /&gt;
&lt;br /&gt;
Will a waterwheel continue to provide power if it is submerged, so long as there is running water in the appropriate tiles? Say, suppose you drain the ocean, and set up water-wheels along the ocean floor to provide power to an underwater fortress, so it can auto-drain itself if you abandon and reclaim. [[User:Lastofthelight|Lastofthelight]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48146</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48146"/>
		<updated>2009-05-03T07:17:44Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* The Statue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind, without cheating or exploiting. Although Planepacked is most likely a bug, or some unintended result of modding [[goblin]]s to be twelve times stronger, it is still considered official by those who matter.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes several dozen images of itself, leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, cheese, and squares.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its standard materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the [[workshop]] yet.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48308</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48308"/>
		<updated>2009-05-02T05:02:42Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Good Lord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;br /&gt;
:It is the space and time warping, dimension twisting, utterly warped standard. So, totally normal for dwarves. --[[User:Zchris13|Zchris13]] 18:24, 21 April 2009 (UTC)&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
http://bartabox.banquise.net/df/planepacked.txt&lt;br /&gt;
&lt;br /&gt;
== Good Lord ==&lt;br /&gt;
&lt;br /&gt;
It has a picture of itself on it. The damn thing's fractal.&lt;br /&gt;
[[User:Lymojo|Lymojo]] 05:02, 2 May 2009 (UTC) Lymojo&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48307</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48307"/>
		<updated>2009-05-02T05:02:23Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: /* Good Lord */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;br /&gt;
:It is the space and time warping, dimension twisting, utterly warped standard. So, totally normal for dwarves. --[[User:Zchris13|Zchris13]] 18:24, 21 April 2009 (UTC)&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
http://bartabox.banquise.net/df/planepacked.txt&lt;br /&gt;
&lt;br /&gt;
== Good Lord ==&lt;br /&gt;
&lt;br /&gt;
It has a picture of itself on it. The damn thing's fractal.&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Boulder&amp;diff=21505</id>
		<title>40d:Boulder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Boulder&amp;diff=21505"/>
		<updated>2009-04-15T21:57:55Z</updated>

		<summary type="html">&lt;p&gt;Lymojo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''boulder''' is a [[map tile]] that occurs randomly across the surface of the world (often found on [[soil]] or [[sand]]). Boulders represent fragments of various [[stone]] types. They can impede the movement of wagons and get in the way of construction projects on land but can be walked over by [[dwarves]] and other [[creatures]]. To remove a boulder, access the {{k|d}}esignations menu and {{k|s}}mooth stone, click on the stone and an [[engraver]] should come along to turn the boulder into a smooth rock [[floor]]. The resulting floor is the material of the boulder rather than the apparent surrounding material of the ground that the boulder was on.&lt;br /&gt;
&lt;br /&gt;
If you wish to remove a boulder without creating a smoothed tile in its place, there is another way. Simply designate a wall to be constructed on top of the boulder. After it has been constructed, designate it to be removed. When a dwarf removes the wall the boulder will be gone, replaced by a piece of raw, movable (and move-over-able) stone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Lymojo</name></author>
	</entry>
</feed>