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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-28T07:45:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24039</id>
		<title>40d:Window</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Window&amp;diff=24039"/>
		<updated>2009-03-02T08:56:49Z</updated>

		<summary type="html">&lt;p&gt;Morbid chocobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''window''' is an item of [[furniture]] that can be constructed to form solid [[wall]]s surrounding a [[room]]. A window is not considered [[support]] for the purposes of preventing [[cave-ins]], but it will block the flow of [[water]]. [[Glass]] windows can be made with any type of glass at a [[glass furnace]], and are placed similarly to furniture.  Alternatively, a [[gem]] window can be directly constructed from three [[jeweler's workshop|cut gems]] of any type (including cut glass). If the gems used to make a gem window are of different colors, the window will flash between the different colors of the gems.  As of version 27.176.38c, [[magma]] does not melt constructed windows, no matter what they are made of, but ''unconstructed'' glass windows will melt in magma.&lt;br /&gt;
&lt;br /&gt;
It is not known how [[dwarves]] use windows{{verify}}, but it is known that dwarves will get a happy [[thought]] from windows built of a material they like.&lt;br /&gt;
&lt;br /&gt;
Light from a window built into a cliff face will not illuminate a room and will not prevent cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves can see through windows, and will run away from creatures standing on the other side of the window.&lt;br /&gt;
&lt;br /&gt;
A [[noble]] may request a window, no matter how far underground his rooms are.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Morbid chocobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12879</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12879"/>
		<updated>2009-03-02T08:47:10Z</updated>

		<summary type="html">&lt;p&gt;Morbid chocobo: /* Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival==&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate while [[sparring]].&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]]. The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Morbid chocobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12878</id>
		<title>40d:Ocean</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ocean&amp;diff=12878"/>
		<updated>2009-03-02T08:46:29Z</updated>

		<summary type="html">&lt;p&gt;Morbid chocobo: /* Survival */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''ocean''' is an immense volume of [[Water|saltwater]]. There are generally two or three oceans on every generated map. They come in three varieties, based on temperature, which affects the sea life found there: [[Arctic]], [[Temperate]] and [[Tropical]]. It is not possible to found a fort solely in an oceanic [[biome]], some land is needed.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
Oceans tend to have a heavy effect on the surrounding geography of the generated world. [[Volcano]]es can often be found around the perimeter of the ocean, and this tends to be easiest place to find them. [[Marsh]]es and [[swamp]]s also tend to form around oceanic coastlines, especially near [[river]]s. The land surrounding oceans also tends to have a high water table, resulting in [[aquifer]]s close to the surface.&lt;br /&gt;
&lt;br /&gt;
== Survival==&lt;br /&gt;
Ocean areas will always contain salt water, even in pools that are quite some distance away. They are also rather notorious for containing [[aquifer]]s of multiple layers. The fishing will usually be good near an ocean, and there won't be as many [[carp]] or similar fish to deal with.&lt;br /&gt;
&lt;br /&gt;
Because ocean biomes contain salt water, it will be impossible to give your dwarves water when they are injured, quite possibly leading to their death. Your military will have a high turn over rate.&lt;br /&gt;
&lt;br /&gt;
There is a way around this with screw pumps. This method involves pumping water with a screw pump into a completely constructed reservoir. After being pumped, water will become fresh water unless it touches any natural walls or floor in which case it will revert to salt water.  This may be considered an [[exploit]] since it defies logic.&lt;br /&gt;
&lt;br /&gt;
== Life next to an ocean ==&lt;br /&gt;
&lt;br /&gt;
Despite the warnings that the fortress selection screen displays, oceanside [[location]]s can be quite habitable - provided they are chosen well.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ocean-unique-features.GIF|thumb|400px|right| An oceanic shoreline. A wave crashes into the beach causing mist; on the right an exposed vein of Native Platinum is visible through the erosion during world generation. Stacks of [[driftwood]] also cover the beaches.]]&lt;br /&gt;
&lt;br /&gt;
Oceans have a multitude of benefits: they're generally sparsely populated, and usually have an abundance of [[Agriculture|arable]] [[soil]]. Ocean [[fish]] are usually abundant and a good source of [[food]], though some sea [[creatures]] can be dangerous, particularly in [[Region#Surroundings|evil]] areas. Some oceans have [[sand]] beaches, a good resource for [[glass]]making. Oceans also provide a few unique geographic features, including stacks of [[driftwood]] and ocean waves - which crash against the beach to produce [[mist]]. The erosion caused by waves also tends to leave numerous exposed mineral veins and [[gem]] deposits at sea level, and some minerals like [[platinum]] form deposits in alluvial areas.&lt;br /&gt;
&lt;br /&gt;
Despite these benefits, oceanic shorelines provide some challenges, and can be difficult starting areas. It is important to check for some variation in topography when choosing an ocean location, as the ground is almost always water-laden one tile down from sea-level. Even if slightly hilly terrain is found, there is no guarantee that [[stone]] will still be accessible. [[Forest]]s tend to make good [[biome]] additions, as they tend to have more varied terrain than marshes and swamps. When picking a forest it is important that the treeline extends at least two tiles away from the shoreline on the Local Map, otherwise you may potentially only have stacks of useless driftwood and no actual [[tree]]s and [[shrub]]s.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]]&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
[[Category:Water bodies]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Morbid chocobo</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46488</id>
		<title>Digging designation canceled</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&amp;diff=46488"/>
		<updated>2009-03-02T07:39:43Z</updated>

		<summary type="html">&lt;p&gt;Morbid chocobo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This error message pauses the game and zooms to the location where the warm or damp stone was located.&lt;br /&gt;
&lt;br /&gt;
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''.&lt;br /&gt;
&lt;br /&gt;
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases. If you plan on digging a staircase to a higher z-level, make sure there are no [[aquifers]] or [[magma]] in your way!&lt;br /&gt;
&lt;br /&gt;
 Side Profile: &lt;br /&gt;
 &lt;br /&gt;
    Below tile   Beside tile  Above tile            Key&lt;br /&gt;
 &lt;br /&gt;
      #######     #######      #######          # Unmined stone&lt;br /&gt;
  ↑   __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#&amp;lt;/font&amp;gt; Warm stone&lt;br /&gt;
  z   ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     _o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt; Square that was just canceled&lt;br /&gt;
 axis ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#     ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#      ##&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;#~~#&amp;lt;/font&amp;gt;#          &amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt; Magma&lt;br /&gt;
  ↓   ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##     ###&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;##&amp;lt;/font&amp;gt;##      __o&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;#&amp;lt;/b&amp;gt;#&amp;lt;/font&amp;gt;##          _ Floor of the tunnel&lt;br /&gt;
      #######     #######      #######          o Miner&lt;br /&gt;
&lt;br /&gt;
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the bottom case, there would be a floor between you and the fluid.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Morbid chocobo</name></author>
	</entry>
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