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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mokkom</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mokkom"/>
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	<updated>2026-04-07T11:39:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35079</id>
		<title>40d Talk:Cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_spider&amp;diff=35079"/>
		<updated>2009-08-13T00:43:36Z</updated>

		<summary type="html">&lt;p&gt;Mokkom: Webs and Vermin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Vermin?==&lt;br /&gt;
Is cave spider a vermin or what? Haven't seen any, although the webs are reappearing every so often.--[[User:Dorten|Dorten]] 00:22, 17 January 2008 (EST)&lt;br /&gt;
:Yes. I believe the small ones are regular vermin. The Giant ones on the other hand... [[User:Jikor|Jikor]] 04:38, 17 January 2008 (EST)&lt;br /&gt;
::The seem to be especially invisible vermin. If you want to see one you just need to look longer. They also seem to like covering their caves with miasma from rotting olms... --[[User:Someone-else|Someone-else]] 08:08, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Spider bites ==&lt;br /&gt;
&lt;br /&gt;
My cats keep being bit by cave spiders and walking around stunned. What does this mean for me? Are my dwarf's pets going to die and drive them to the brink of insanity? --[[User:Wafl|Wafl]] 13:24, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:A cave spider bite causes the victim to randomly get inflicted with the status condition &amp;quot;stun&amp;quot; for the rest of the victim's life.  This is not fatal, and in the case of a pet, not really important.  --[[User:Bouchart|Bouchart]] 13:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I had one of my Dwarves bitten by one. He randomly gets stunned, for the past year... It's annoying, but they continue doing what they were last. [[User:Aaron5367|Aaron5367]] 16:19, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not just cats ==&lt;br /&gt;
&lt;br /&gt;
Had several different tame animals bitten, no sign of stun so far. - Sheltem&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cold weather ==&lt;br /&gt;
Are they present in cold climates? can anyone confirm? -- [[User:Vaevictus|Vaevictus]] 23:44, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From what I can tell, they are present underground, anywhere there is a chasm of some sort. They teleport like other vermin. [[User:Aaron5367|Aaron5367]] 16:22, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Silk Farming ==&lt;br /&gt;
&lt;br /&gt;
I would love to see some of the ideas from various [http://www.bay12games.com/forum/index.php?topic=28728.0 posts] in the forums to consistently and successfully farm silk from a captured cave spider (of any kind.) [[User:Schm0|Schm0]] 21:33, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Webs and Vermin ==&lt;br /&gt;
&lt;br /&gt;
I noticed that vermin that walk into the webs end up becoming remains immediately.  This isn't listed anywhere and I don't really know where to put this information. --[[User:Mokkom|Mokkom]] 00:43, 13 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mokkom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17987</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17987"/>
		<updated>2009-04-21T06:00:09Z</updated>

		<summary type="html">&lt;p&gt;Mokkom: As far as i can tell this is true&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Elf|symbol=E|color={{COLOR:3:0:0}}|butcher=no|&lt;br /&gt;
bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their retreats, usually in [[forest]]s&lt;br /&gt;
}}&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[Map_legend#Sites|forest retreat]]s. They are one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the [[tree]]s in the area are named. They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without [[wagon]]s in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, [[wood]]en items, and some [[wood]]. They may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: [[armor]] and clothes too large to wear, inferior wooden [[weapons]], inferior [[alcohol|booze]], inferior redroot [[dye]], [[bow]]s and [[arrow]]s. They are very picky about what they will accept in return: Elves will accept anything except items directly made out of or decorated with wood. This includes glass items.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-based products such as [[plump helmet]]s, seeds, and ☼Dwarven syrup biscuits[45]☼. Dairy products, such as milk and cheese, are currently  acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. This also applies to goods in [[barrel]]s. Living [[animals]] are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]]. They also no longer mind purchasing blood-soaked items.&lt;br /&gt;
&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered [[trees]] by the elves and thus are not acceptable.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
Living with Elves is pretty much the same as living among [[Humans]], but they don't build houses, [[furniture]], or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elven society ==&lt;br /&gt;
The ethics of elven society are substantially divergent from other races; [[liar|Lying]] is punishable by exile, the killing of plants is an unthinkable crime, and eating the corpse of one's opponent in battle is socially acceptable.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in [[forest]]s on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a set of basic wooden [[armor]] that lacks protection for the torso. This limitation often leads to a quick death. They do have some advantages, however: they're one [[size]] larger than [[dwarves]], which makes them hit harder and absorb more damage, though they also have a natural armor penalty which causes them to take slightly more damage than normal. Their main redeeming quality is their speed, being roughly 20% faster than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Those that live among other races may have metal or leather armor fitted for a narrow frame, though elven shopkeepers in human towns will still only sell human equipment. These Elven shopkeepers will also not accept coins, you must trade actual goods with them. Elven adventurers may equip any metal weapons or [[shield]]s they come across, just like any other.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as [[snakeman|snakemen]] and [[batman|batmen]]) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELF]&lt;br /&gt;
	[NAME:elf:elves:elven]&lt;br /&gt;
	[TILE:'E'][COLOR:3:0:0]&lt;br /&gt;
	[SPEED:700][GRASSTRAMPLE:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:grace]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[NARROW]&lt;br /&gt;
	[DAMBLOCK:-1]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH:elf.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:60:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:45:100]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:0:40:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Mokkom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=29342</id>
		<title>40d:Thrower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Thrower&amp;diff=29342"/>
		<updated>2009-04-21T04:07:25Z</updated>

		<summary type="html">&lt;p&gt;Mokkom: Added overpowered throwing example and link for vomit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Throwing is a skill used primarily in Adventure Mode.  The thrower skill determines the accuracy and damage of thrown objects.  Note that any object can cause serious damage- including socks, bugs, and water.&lt;br /&gt;
&lt;br /&gt;
== Throwing in Fortress Mode ==&lt;br /&gt;
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object.  Doing so gives the dwarf experience towards throwing.  Otherwise, dwarves will never use throwing in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
== Throwing in Adventure Mode ==&lt;br /&gt;
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing.]]&lt;br /&gt;
In Adventure mode throwing is an excellent way to roll the dice before close-combat. Essentially giving the chance for the opponent's vital organs or extremities to be damaged and thus any bonus that may come with the damage, (sightless monsters, or weaponless guards for example). Furthermore anything can be used as a weapon. [[Soil|Silt]], [[pebbles]], and [[vomit]] have been witnessed colliding into opponents with forcible results (two or three handfuls of dirt can take down a wolf, for example)&lt;br /&gt;
&lt;br /&gt;
At the moment an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.&lt;br /&gt;
&lt;br /&gt;
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage.  Although it's not as effective as using a [[bow]]/[[crossbow]], you can throw [[arrow]]s and [[bolt]]s and it will do piercing damage.  You can also throw things like swords and axes and they'll do slashing damage.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mokkom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Overpowered_throwing.png&amp;diff=48411</id>
		<title>File:Overpowered throwing.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Overpowered_throwing.png&amp;diff=48411"/>
		<updated>2009-04-21T04:00:29Z</updated>

		<summary type="html">&lt;p&gt;Mokkom: This is an example of how overpowered throwing is in the current version of Dwarf fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an example of how overpowered throwing is in the current version of Dwarf fortress.&lt;/div&gt;</summary>
		<author><name>Mokkom</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3119</id>
		<title>40d Talk:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building&amp;diff=3119"/>
		<updated>2009-04-19T06:55:28Z</updated>

		<summary type="html">&lt;p&gt;Mokkom: /* Plants don't grow on building construction sites */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently Organized by their menus under (b).&lt;br /&gt;
&lt;br /&gt;
*Armor Stand (a) - ''Needs armor stand''&lt;br /&gt;
*Bed (b) - ''Needs bed''&lt;br /&gt;
*Seat (c) - ''Needs chair or throne''&lt;br /&gt;
*Burial Receptacle (n) - ''Needs coffin''&lt;br /&gt;
*Door (d) - ''Needs door''&lt;br /&gt;
*Floodgate (x) - ''Needs floodgate''&lt;br /&gt;
*Floor Hatch (H) - ''Needs hatch cover''&lt;br /&gt;
*Wall Grate (W) - ''Needs grate''&lt;br /&gt;
*Floor Grate (G) - ''Needs grate''&lt;br /&gt;
*Vertical Bars (B) - ''Needs bars''&lt;br /&gt;
*Floor Bars (Alt+b) - ''Needs bars''&lt;br /&gt;
*Cabinet (f) - ''Needs ''&lt;br /&gt;
*Container (h) - ''Needs ''&lt;br /&gt;
*Kennels (k) - ''Needs ''&lt;br /&gt;
*Farm Plot (p) - ''Needs ''&lt;br /&gt;
*Weapon Rack (r) - ''Needs weapon rack''&lt;br /&gt;
*Statue (s) - ''Needs statue''&lt;br /&gt;
*Table (t) - ''Needs table''&lt;br /&gt;
*Paved Road (o) - ''Needs ''&lt;br /&gt;
*Dirt Road (O) - ''Needs ''&lt;br /&gt;
*Bridge (g) - ''Needs ''&lt;br /&gt;
*Well (l) - ''Needs blocks, empty bucket, chain, mechanisms''&lt;br /&gt;
*Siege Engines (i)&lt;br /&gt;
**Ballista (b) - ''Needs 3 ballista parts''&lt;br /&gt;
**Catapult (c) - ''Needs 3 catapult parts''&lt;br /&gt;
*Workshops (w)&lt;br /&gt;
**Leather Works (e) - ''Needs ''&lt;br /&gt;
**Quern (q) - ''Needs quern''&lt;br /&gt;
**Millstone (M) - ''Needs millstone, mechanisms''&lt;br /&gt;
**Loom (o) - ''Needs ''&lt;br /&gt;
**Clothier's Shop (k) - ''Needs ''&lt;br /&gt;
**Bowyer's Workshop (b) - ''Needs ''&lt;br /&gt;
**Carpenter's Workshop (c) - ''Needs ''&lt;br /&gt;
**Metalsmith's Forge (f) - ''Needs ''&lt;br /&gt;
**Jeweler's Workshop - ''Needs ''&lt;br /&gt;
**Mason's Workshop - ''Needs ''&lt;br /&gt;
**Butcher's Shop - ''Needs ''&lt;br /&gt;
**Tanner's Shop - ''Needs ''&lt;br /&gt;
**Craftsdwarf's Workshop (r) - ''Needs ''&lt;br /&gt;
**Siege Workshop (s) - ''Needs ''&lt;br /&gt;
**Mechanic's Workshop (t) - ''Needs ''&lt;br /&gt;
**Still (l) - ''Needs ''&lt;br /&gt;
**Farmer's Workshop (w) - ''Needs ''&lt;br /&gt;
**Kitchen (z) - ''Needs ''&lt;br /&gt;
**Fishery (h) - ''Needs ''&lt;br /&gt;
**Alchemist's Laboratory (a)&lt;br /&gt;
**Ashery (y) - ''Needs blocks, empty barrel, empty bucket''&lt;br /&gt;
**Dyer's Shop (d) - ''Needs empty barrel, empty bucket''&lt;br /&gt;
*Furnaces (e)&lt;br /&gt;
**Wood Furnace (w) - ''Needs ''&lt;br /&gt;
**Smelter (s) - ''Needs ''&lt;br /&gt;
**Glass Furnace (g) - ''Needs ''&lt;br /&gt;
**Kiln (k) - ''Needs ''&lt;br /&gt;
*Glass Window (y) - ''Needs window''&lt;br /&gt;
*Gem Window (Y) - ''Needs 3 cut gems''&lt;br /&gt;
*Wall/Floor/Stairs (C)&lt;br /&gt;
**Wall (w) - ''Needs ''&lt;br /&gt;
**Floor (f) - ''Needs ''&lt;br /&gt;
**Ramp (r) - ''Needs ''&lt;br /&gt;
**Up Stair (u) - ''Needs ''&lt;br /&gt;
**Down Stair (d) - ''Needs ''&lt;br /&gt;
**Up/Down Stair (x) - ''Needs ''&lt;br /&gt;
**Fortification (F) - ''Needs ''&lt;br /&gt;
*Trade Depot (D) - ''Needs ''&lt;br /&gt;
*Traps/Levers (T)&lt;br /&gt;
**Stone-Fall Trap (s) - ''Needs mechanisms''&lt;br /&gt;
**Weapon Trap (w) - ''Needs mechanisms, item''&lt;br /&gt;
**Lever (l) - ''Needs mechanisms''&lt;br /&gt;
**Pressure Plate (p) - ''Needs mechanisms''&lt;br /&gt;
**Cage Trap (c) - ''Needs mechanisms''&lt;br /&gt;
**Upright Spear/Spike (S) - ''Needs item''&lt;br /&gt;
*Machine Components (M)&lt;br /&gt;
**Screw Pump (s) - ''Needs ''&lt;br /&gt;
**Water Wheel (w) - ''Needs ''&lt;br /&gt;
**Windmill (m) - ''Needs ''&lt;br /&gt;
**Gear Assembly (g) - ''Needs ''&lt;br /&gt;
**Horizontal Axle (h) - ''Needs ''&lt;br /&gt;
**Vertical Axle (v) - ''Needs ''&lt;br /&gt;
*Support (S) - ''Needs ''&lt;br /&gt;
*Animal Trap (m) - ''Needs empty animal trap''&lt;br /&gt;
*Restraint (v) - ''Needs chain''&lt;br /&gt;
*Cage (j) - ''Needs cage''&lt;br /&gt;
*Archery Target (A) - ''Needs ''&lt;br /&gt;
&lt;br /&gt;
==User Talk==&lt;br /&gt;
I've got to go make deal and do some other work, so someone feel free to take this and finish/clean up for posting in the article.&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:49, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Building skill ==&lt;br /&gt;
&lt;br /&gt;
Question: What skill does constructing buildings use? Does it depend on the materials?&lt;br /&gt;
&lt;br /&gt;
:Almost all constructions don't actually use a skill (Carpenter, Mason, etc), but only require a dwarf with the appropriate labor enabled.  It depends on the building.  Beds, doors, statues, tables, chairs, and the like require the &amp;quot;furniture hauling&amp;quot; labor.  For workshops, bridges, etc, it's based on what material you use to build it, so they usually require the carpentry, masonry, or metalsmithing labors.  Some buildings must also be designed before they can be constructed (which requires the architecture labor, and uses the building designer skill). --[[User:Marble Dice|Marble Dice]] 17:59, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added Building Technicalities section. ==&lt;br /&gt;
&lt;br /&gt;
It's a good resource, but it has a few things that need to be worked out. The overall layout of it is a bit weird, admittedly, and I'm not too good with wikis, but you guys can work that out :P --[[User:Xonara|Xonara]]&lt;br /&gt;
&lt;br /&gt;
Oh, by the way. To clarify why I made the section, I thought it would be good to have everything compiled on one page for convenience, Toady is probably going to change these alot as he already has been. Also, there's a lot of info in the table that could be added to the main articles concerning each construction. --[[User:Xonara|Xonara]] 03:53, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Refined table. ==&lt;br /&gt;
&lt;br /&gt;
I cleaned up all those bizarre footnotes and the table now displays whether or not a construction will be held up by a tile, vertically and horizontally. I'm starting to think that whether or not a construction is held up by a certain tile should be put in a separate table. Thoughts? --[[User:Xonara|Xonara]] 20:13, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, some buildings technically couldn't coexist with certain constructions/terrain, and overwrite these rather than not being able to be built at all. There's quite a few of them, but I simply marked them all as &amp;quot;yes.&amp;quot; --[[User:Xonara|Xonara]] 22:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I figured that having &amp;quot;is&amp;quot; and &amp;quot;is not&amp;quot; for the support stuff was redundant, especially since the &amp;quot;is&amp;quot; wasn't actually being used.  The table still needs work, verification, and probably corrections though.  I'll see about testing some of the stuff, but I can't do it all alone. And the &amp;quot;vertically/horizontally supported&amp;quot; definitions could use clarification, if somebody can do that. --[[User:LegacyCWAL|LegacyCWAL]] 13:55, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Took out bug. ==&lt;br /&gt;
&lt;br /&gt;
I tested the following again and found it was NOT true. I guess it was part of a bug that doesn't always show up. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Attempting to remove the constructed floor will only make it a terrain floor, unless the constructed floor isn't a a stone or soil type, in which case the floor is reverted to what it originally was.&amp;quot; --[[User:Xonara|Xonara]] 23:26, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm really impressed with the way you're tackling this aspect of buildings. However, it is considered poor wiki style to include any hypothesis or assumption. If you're going to state assumptions, state them as if they are facts and add the verify tag to the end of the sentence. Edit this comment to see what a verify tag looks like.{{verify}} I hope this helps, and keep up the good work! --[[User:RomeoFalling|RomeoFalling]] 02:57, 27 October 2008 (EDT)&lt;br /&gt;
:Thanks! Yeah, I'm a little new to editing wikis. I'll put in some verify tags. --[[User:Xonara|Xonara]] 03:03, 27 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proof that wall-floors are constructions. ==&lt;br /&gt;
&lt;br /&gt;
Well, I built a wall under a terrain floor. The floor didn't change, and the view tile screen didn't indicate a constructed floor. but when I channeled the floor the wall-floor was revealed. So I've hypothesized that the wall-floor was a construction attribute added to the terrain floor, but it let the terrain floor overlap it. Once I channeled the floor there wasn't anything left to overlap the wall-floor and hence it was revealed. --[[User:Xonara|Xonara]] 03:31, 27 October 2008 (EDT)&lt;br /&gt;
:The fact that you can build things on top of it proves it's not a construction in its own right on the (wall Z)+1 tile; clearly there is some other code for both making it walkable and making it show up as a floor. [[User:Random832|Random832]] 11:28, 27 October 2008 (EDT)&lt;br /&gt;
::We can only make assumptions about how it works internally until someone asks Toady himself, but the only internal distinction we can make between a construction/wall-floor and a terrain object for now is the data for a construction/wall-floor is separate from the terrain data. The wall-floor is certainly a special case, but close enough to a construction that classifying it as something else entirely wouldn't really be necessary. I wrote my observations and hypothesis on the building page if you missed that. I might PM Toady about this myself, now that the bay12 site is up :) --[[User:Xonara|Xonara]] 04:12, 29 October 2008 (EDT)&lt;br /&gt;
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:We don't know that there _is_ separate data for a wall-floor that is associated with the Z+1 tile, and I strongly suspect there is not. [[User:Random832|Random832]] 09:06, 29 October 2008 (EDT)&lt;br /&gt;
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== Plants don't grow on building construction sites ==&lt;br /&gt;
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I am new to this and don't really know where to put this, feel free to move it or delete it of course.&lt;br /&gt;
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I have observed, while building paved roads, that new trees won't grow on the tiles where construction is still taking place.  I'm not sure about shrubs not growing too, or if this happens with other types of constructions.  Some of the construction sites have been there for more than a year, in game, and there have been no trees growing where they are.  -[[User:Mokkom|Mokkom]] 02:54, 19 August 2009 (EDT)&lt;/div&gt;</summary>
		<author><name>Mokkom</name></author>
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