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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-25T13:10:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=165715</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=165715"/>
		<updated>2012-03-08T06:16:17Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Had a bit of modding irritation, so I'm putting this here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' are a variant of [[night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress, or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts Abroad==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed. After transforming, the Werebeast has regrown all missing limbs and healed every injury, but all carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_floater&amp;diff=89350</id>
		<title>v0.31 Talk:Cave floater</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave_floater&amp;diff=89350"/>
		<updated>2010-04-11T01:31:43Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Created page with 'I think this is the H1N1 monster Toady was talking about in the devlog a while back. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think this is the H1N1 monster Toady was talking about in the devlog a while back. --[[User:Mr Frog|Mr Frog]] 01:31, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=88523</id>
		<title>v0.31:Dwarven economy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_economy&amp;diff=88523"/>
		<updated>2010-04-10T01:52:26Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Created page with '{{av}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=88253</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=88253"/>
		<updated>2010-04-09T20:25:42Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* forging Breastplate &amp;amp; Chainmail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantium plate armor takes only a single waifer to make and is worth considerably less than an adamantium battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
::Wait... what? Please clarify. [[Special:Contributions/68.43.43.52|68.43.43.52]] 04:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Underground_pool&amp;diff=86492</id>
		<title>Talk:Underground pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Underground_pool&amp;diff=86492"/>
		<updated>2010-04-08T00:03:36Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Created page with 'I'm thinking this should maybe be moved to DF2010:Underground pool. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm thinking this should maybe be moved to [[DF2010:Underground pool]]. --[[User:Mr Frog|Mr Frog]] 00:03, 8 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=86196</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=86196"/>
		<updated>2010-04-07T18:00:36Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Underground Safari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Incorporated (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[cavern]]s would surely captivate any [[noble]] with an appreciation for nature. Why not send them out into the darkness so they can experience these [[Giant cave spider|wonders]] for themselves? While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85826</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85826"/>
		<updated>2010-04-07T04:52:50Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Underground Safari */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Incorporated (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[cavern]]s would surely captivate any [[noble]] with an appreciation for nature. While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen if your baron got hungry, or was attacked by [[giant cave swallow]]s, or had his face melted by a [[forgotten beast]]'s venom, and there was no way for him to return to the safety of the fortress? The horror!&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85825</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85825"/>
		<updated>2010-04-07T04:50:49Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Incorporated (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;br /&gt;
&lt;br /&gt;
==Underground Safari==&lt;br /&gt;
The [[Forgotten beast|fantastic beasts]] lurking in the darkness of the underground [[cavern]]s would surely captivate any [[noble]] with an appreciation for nature. While your noble is out and about, make sure to keep an eye on the entryway in case any unruly commoners should attempt to wall it off. After all, what would happen should your baron get hungry, or be attacked by [[giant cave swallow]]s, or get his face melted by a [[forgotten beast]]'s venom? The horror!&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85823</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85823"/>
		<updated>2010-04-07T04:39:12Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: forgot something&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Inc. (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85822</id>
		<title>v0.31:Unfortunate accident</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Unfortunate_accident&amp;diff=85822"/>
		<updated>2010-04-07T04:38:11Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: I'll add more later, but my head's starting to spin, so I'm going to go lie down.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Noble]]s are fragile, delicate, put-upon beings, burdened with responsibilities which are far more taxing than any lowly commoner could ever hope to wrap their [[booze]]-soaked brains around. However, your dear friends at  Happy Fun Surprises Inc. (or  HFS Inc., for those of you who insist on abbreviation) have prepared a wide variety of [[Fun]] activities to help your administrators unwind.&lt;br /&gt;
&lt;br /&gt;
==Lever Of Mystery==&lt;br /&gt;
What activity could be more fit for nobility than the investigation of mysterious levers? Will it collapse the roof? Will it flood the world with magma? Will it simply lure the duchess into an enclosed space so the unwashed masses can barricade her in and flood it? Any noble -- no matter where they happen to be -- will surely come running to the lever's location to savor the thrill of the unknown!&lt;br /&gt;
&lt;br /&gt;
Be sure to use the Workshop Profile screen to restrict the lever to the noble in need of some down time. After all, it just wouldn't do to have some filthy commoner pull it instead.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=84470</id>
		<title>v0.31:Symptoms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Symptoms&amp;diff=84470"/>
		<updated>2010-04-05T22:14:31Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Necrosis */ Explaining it a bit further. For flavor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
A '''Symptom''' is an status effect most often caused by contracting a {{L|Syndrome}}. They range from mild temporary annoyances to lifelong disabilities to even death if untreated. An affected dorf will need to be diagnosed at a {{L|Hospital}} before a treatment can be prescribed.&lt;br /&gt;
&lt;br /&gt;
==List of Known Symptoms==&lt;br /&gt;
&lt;br /&gt;
===Blisters===&lt;br /&gt;
'''Effects''': Areas effected become prone to infection, this becomes more and more likely as severity goes up. While harmless in itself, a resulting infection might cause a loss of life or limb if not properly dealt with.&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
'''Effects''': Areas effected will continue to bleed for the duration of the effect and will not taper off like a normal wound. In effect it suggests that whatever caused the wound had an anti-coagulant in the venom. This will quickly cause an effected creature to bleed out if the syndrome is not immediately treated.&lt;br /&gt;
&lt;br /&gt;
===Bruising===&lt;br /&gt;
'''Effects''': Causes pain long after the blunt trauma that caused it is over. Even the most severe bruises will heal without intervention, but may hint at fractures under the skin.&lt;br /&gt;
&lt;br /&gt;
===Cough===&lt;br /&gt;
'''Effects''': Dwarf will stop and cough occasionally. While nearly harmless by itself severe coughs will sometimes bring up blood. In this case it's a sign of internal hemorrhaging.&lt;br /&gt;
&lt;br /&gt;
===Dizziness===&lt;br /&gt;
'''Effects''': Creature might stumble/fall in a random direction when attempting to perform an action (including moving [!!!]). The more severe the dizziness the more likely this is to happen. Beware that stumbling, much like dodging, might end up putting a dwarf in a moat or chasm.&lt;br /&gt;
&lt;br /&gt;
===Drowsiness===&lt;br /&gt;
'''Effects''': Creature tires faster than normal and requires more sleep. This can be almost unnoticeable if the severity is low, but results in narcoleptic fits if high.&lt;br /&gt;
&lt;br /&gt;
===Fever===&lt;br /&gt;
'''Effects''': Appears to reduce the ability to focus. Intense fevers can also cause stunning. While a fever in itself seems relatively harmless, it's often just the most visible symptom. Feverish dwarfs blink with a red &amp;quot;X&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Impaired Function===&lt;br /&gt;
'''Effects''': Creature will be unable to use effected body parts for the duration. Much of the functionality here is mirrored in swelling, but this allows certain parts (such as organs) that normally can't swell to still cease functioning&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes impaired function&lt;br /&gt;
&lt;br /&gt;
===Nausea===&lt;br /&gt;
'''Effects''': Creature will stop and {{L|Vomit}}. How often this happens depends on severity. Sustained and intense vomiting will causing dwarfs to dehydrate.&lt;br /&gt;
&lt;br /&gt;
===Numbness===&lt;br /&gt;
'''Effects''': Creature will not be able to feel affected body parts. This makes pain a non-issue, but also hampers their use (I.E. Something with numb hands will find using weapons difficult. something who has a leg that's fallen asleep with have difficulty standing&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes numbness&lt;br /&gt;
 &lt;br /&gt;
===Necrosis===&lt;br /&gt;
'''Effects''': The affected tissue starts to rot away, which needless to say is a medical emergency. If action isn't quickly taken to remove the tissue (through either surgery or amputation) it will spread throughout the body and kill the creature. Also commonly seen in {{L|Undead}} creatures.&lt;br /&gt;
&lt;br /&gt;
===Oozing===&lt;br /&gt;
'''Effects''': A sign of infection. Infected areas heal much slower and might kill if especially severe or widespread.&lt;br /&gt;
&lt;br /&gt;
===Pain===&lt;br /&gt;
'''Effects''': Subject might give into pain and fall unconscious depending on toughness. The more severe the pain the more likely this can happen, and the more often. This can be very dangerous if the dwarf is in combat. &lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
'''Effects''': The creature can't move. Severity only decreases the chance of resisting the symptom.&lt;br /&gt;
&lt;br /&gt;
===Swelling===&lt;br /&gt;
'''Effects''': Impedes the ability to use affected areas. Normally fairly harmless but can cause death by suffocation if it effects the throat.&lt;br /&gt;
&lt;br /&gt;
===Unconsciousness===&lt;br /&gt;
'''Effects''': Effected creature will pass out for the duration of this effect, even if the creature isn't in pain or extremely tired.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes unconsciousness directly&lt;br /&gt;
&lt;br /&gt;
===Vomiting Blood===&lt;br /&gt;
'''Effects''': Much as excessive vomiting can lead to death from dehydration, vomiting blood can lead to death from blood loss. Considered to be a separate condition from coughing blood. If your creature happens to have green blood you'll be unable to tell this from nausea without checking the tiles.&lt;br /&gt;
&lt;br /&gt;
'''Note''': No vanilla syndrome currently causes creatures to vomit blood&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=84469</id>
		<title>v0.31:Magma sea</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_sea&amp;diff=84469"/>
		<updated>2010-04-05T22:07:31Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Mine was at z-level -120, so I thought it'd be best to put a warning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
Magma seas are large, multi-level areas of [[magma]]. These can typically be found by around Z level -30, though this seems to vary wildy. Around and under a magma sea is &amp;quot;Partially Melted Rock.&amp;quot; In addition, it is not uncommon to find multiple z-level pillars of {{L|Adamantine}} in magma seas. there is *major spoilers!* {{l|Curious_structure|another reason}} for it however, {{l|Hidden_Fun_Stuff|two reasons}} to be exact.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=84468</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=84468"/>
		<updated>2010-04-05T22:04:28Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Magma lakes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArticleVersion}}&lt;br /&gt;
==[[Magma sea|Magma lakes]]==&lt;br /&gt;
Magma lakes are located at the bottom of every map, forming an almost impenetrable barrier. They also provide a great source of magma. Semi-molten rock can also be found around the magma lakes, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
==Magma pipes==&lt;br /&gt;
Magma pipes are present in the new version of Dwarf Fortress as well. They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma lakes, some span up to more than 100 z-levels, however that seems to remain the exception.&lt;br /&gt;
Magma pipes seem to be always connected to a magma lake and often lake and pipe reach up to the same level, making them hard to separate. However, magma pipes are surrounded by obsidian walls and can thus be identified.&lt;br /&gt;
Also, magma pipes refill themselves, which provides a never depleting magma reservoir.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=84371</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=84371"/>
		<updated>2010-04-05T19:37:39Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Creature Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
:*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
:**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
:**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
:*Alligators can wear armor (same post as above)&lt;br /&gt;
:*Non-alive creatures (like bronze colossi, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossi.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
:*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See [[DF2010:Military/Guide]], &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
:*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
:*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
:*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Butchering animals results in prepared food items being created.&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop.&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Alligators have hair. (see http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104)&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and maybe Bronze Colossi die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls.&lt;br /&gt;
&lt;br /&gt;
*Butchered animals allow bones to made (confirmed by making bone bolts).&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading.&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=82119</id>
		<title>v0.31 Talk:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mining&amp;diff=82119"/>
		<updated>2010-04-04T06:55:37Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Channeling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Channeling==&lt;br /&gt;
Channels create ramps now, apparently. -[[Sagragoth]]&lt;br /&gt;
&lt;br /&gt;
I really hate this one, I can just imagine all sorts of [[fun]] from pesky ramps leading into water and or magma because we can no longer channel them away. [[User:Doctorzuber|Doctorzuber]] 06:16, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Channels create ramps along the outside of the pit being built. This isn't that big a deal; you can floor over the ramps, go down into them and clear them, etc. - I like it this way, because a one-tile ditch can't stop all the rampaging goblins from eating your face. [[User:Blacken|Blacken]] 06:52, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a dwarf become a miner during an individual combat drill because they were carrying a pick. --[[User:Droid|Droid]] 14:10, 2 April 2010 (UTC)&lt;br /&gt;
: Now how should we exploit this? --[[User:Mr Frog|Mr Frog]] 06:55, 4 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=81794</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=81794"/>
		<updated>2010-04-03T23:21:08Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Down-stairs? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
::Well, I'm pretty sure clowns are now randomly generated, but even if you get lucky and none of them can fly, they can still barf webs/fire/radioactive elves/whatever up through the stairwell. I'd recommend a good, sturdy wall. --[[User:Mr Frog|Mr Frog]] 23:21, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=81792</id>
		<title>v0.31 Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Raw_adamantine&amp;diff=81792"/>
		<updated>2010-04-03T23:11:19Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Outdated Picture */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Confirmation?==&lt;br /&gt;
I verified all things I added a while ago using reveal on several random embark locations, further I checked the values of material multipliers. Adamantine is magma proof, also tried that out. The other information is easily confirmed by screens. Should I add those? I reverted the edit, for the information is almost certainly correct. Just try it yourself.[[User:BBW|BBW]] 00:01, 2 April 2010 (UTC)&lt;br /&gt;
:In that case, my apologies.  I was misinformed. --[[User:Briess|Briess]] 00:23, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Down-stairs? ==&lt;br /&gt;
&lt;br /&gt;
Can down-stairs prevent the demons from getting though? --[[User:Tarran|Tarran]]&lt;br /&gt;
:Unlikely - even in 40d, down-stairs above open space were enough to let Spirits of Fire through. --[[User:Quietust|Quietust]] 23:34, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Outdated Picture ==&lt;br /&gt;
&lt;br /&gt;
Really minor detail, but the image on the page is from 40d, which isn't really accurate for this version's article. Could someone take a similar screenie of the 0.31.01 [[magma sea]] pillars? I'd do it myself, but I've already found a pillar in my current fortress and I &amp;lt;b&amp;gt;really&amp;lt;/b&amp;gt; don't feel like probing around for another one (assuming there even IS another one in there). Sorry for nitpicking. --[[User:Mr Frog|Mr Frog]] 23:11, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=81781</id>
		<title>v0.31 Talk:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Adamantine&amp;diff=81781"/>
		<updated>2010-04-03T22:55:58Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Magma Seas and Adamantine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Magma Seas and Adamantine ==&lt;br /&gt;
&lt;br /&gt;
From what I can tell, HFSs are no longer the only sources of adamantine.  I'm looking at a magma sea with deposits lining the walls.  --[[User:TarrVetus|TarrVetus]] 12:59, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's still [[adamantine]]. Without spoiling too much, I must ask rhetorically: has anything good ever come of mining too much of it? Has there not always been a horrific punishment to go along with the unimaginable wealth it brings? How about you dig a bit deeper, my little lamb... and maybe even deeper... what's the worst that could happen? :3 --[[User:Mr Frog|Mr Frog]] 22:55, 3 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Volcano&amp;diff=81157</id>
		<title>v0.31:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Volcano&amp;diff=81157"/>
		<updated>2010-04-03T18:18:56Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Well, while I'm here...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=79167</id>
		<title>Category:Obsolete</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=79167"/>
		<updated>2010-04-02T22:38:32Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Let's not get behind ourselves :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new version of DF (31.01) has been released on April 1, 2010.&lt;br /&gt;
&lt;br /&gt;
These articles contain information regarding past versions of Dwarf Fortress. Any information found in these pages may not necessarily be true for that latest version, and should probably be taken with a grain of salt.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=77180</id>
		<title>40d Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Volcano&amp;diff=77180"/>
		<updated>2010-03-31T17:17:10Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Trivial Stuff */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Volcano on world map. ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarffortressvolcanoonworldmap.jpg|600px]]&lt;br /&gt;
Changes to articles were made as needed.&lt;br /&gt;
&lt;br /&gt;
== Where volcanoes form...? (verify) ==&lt;br /&gt;
&lt;br /&gt;
The statement about volcanoes forming around the edge of oceans looks wrong to me. I was unaware of any such trend on the worlds I've seen so far. As I understand it, there is a magma activity map that varies across the the world and 'peaks' at certain points in the terrain creating volcanoes. I don't know how toady has implemented that, but I'm sure it has nothing to do with the rims of oceans. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
==Cavern collapse==&lt;br /&gt;
Is not related to the generation of water above magma and instant crystallisation and collapse. Because I got that phenomenon when I settled at an extinct volcano (no magma present in pipe). --[[User:Juckto|Juckto]] 07:35, 29 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Erupting volcanoes==&lt;br /&gt;
It would appear that volcanoes can now erupt http://mkv25.net/dfma/movie-685-volcano#lastComment;?%3E [[User:Diabl0658|Diabl0658]] 03:19, 24 July 2008 (EDT)&lt;br /&gt;
:Nope, that's just a (somewhat) common bug where a volcano and a bottomless pit are generated on the same spot. Here's another video of the same bug, where the poor dwarves embarked right next to the lava. http://mkv25.net/dfma/movie-701-shortestfortever [[User:Spoggerific|Spoggerific]] 15:33, 12 August 2008 (EDT)&lt;br /&gt;
::Does this bug occur immediately on embark, or anytime? I've had a volcano appear to erupt quite a bit after I embarked, it spit fire everywhere, and burnt up a bunch of the landscape (and several of my dwarves). [[User:JubalHarshaw|JubalHarshaw]] 11:39, 31 December 2008 (EST)&lt;br /&gt;
:::Depends on the version, if you're importing an old save, and if Armok wants to see a bloodfest. --[[User:GreyMario|GreyMaria]] 22:28, 31 December 2008 (EST)&lt;br /&gt;
::::&amp;lt;strike&amp;gt;This was the latest version, so I can pretty much confirm that yes, volcanoes do erupt now. Saw it again tonight.&amp;lt;/strike&amp;gt; [[User:JubalHarshaw|JubalHarshaw]] 23:13, 31 December 2008 (EST)&lt;br /&gt;
::::Having said that, I was also attacked by a Fire Man tonight, that produced pretty much the same effect ... fire everywhere, burning everything. So I guess I can't truly confirm volcanoes erupt, it could have been a Fire Man. [[User:JubalHarshaw|JubalHarshaw]] 00:19, 1 January 2009 (EST)&lt;br /&gt;
:::::That depends - was the world burninating after the so-called &amp;quot;eruption&amp;quot; or was there just a solid sheet of ash among the trees? If it was the former, a fire man started the blaze; the latter, lava spilled over the world. This requires testing, apparently - time to embark over a volcano and survive for as long as possible. --[[User:GreyMario|GreyMaria]] 00:24, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
That's not cool, I just got the latest version (finally) and I am living '''inside''' a volcano. Like there is this big circular cut through the mountain, and I dug through on the level above the magma and started a fort there, digging around the magma. Any tips, other than when I see strange activity order my dwarves to go downstairs and don't come out. I get the feeling I should move all of my stockpiles circling the vent... And I realize that not much is known aobut this, I just think some &amp;quot;general&amp;quot; safety tips would be a good thing to have now.--[[User:Destor|Destor]] 11:28, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've been playing a fortress for 10 years straight on a named volcano that is open to the surface with no sign of an eruption (playing under 40d).  It's possible only some volcanoes erupt, though, or that it's rare.  Or it's possible that players are just witnessing the bug Spoggerific describes above.  I know Toady ''wants'' volcanoes to erupt at some point, but I'm not aware that he's actually implemented it yet.--[[User:Maximus|Maximus]] 14:52, 1 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Draining a volcano ==&lt;br /&gt;
&lt;br /&gt;
I had read that magma tiles were supposed to be sources of magma.&lt;br /&gt;
&lt;br /&gt;
So I am a bit suprised that having dug (admittedly a quite large) room in the bottom z-level then opened it up to the magma pipe, I have drained the top five z-levels of my volcano.&lt;br /&gt;
&lt;br /&gt;
It has been several seasons now. I am wondering will the volcano pipe fill back up or have I drained it permenantly?&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:18, 31 August 2008 (EDT)&lt;br /&gt;
:Magma occurs in one of two ways:  pools and pipes.  Magma pipes are never-ending sources of magma that refill fairly quickly, although not nearly as fast as aquifers.  Magma ''pools,'' on the other hand, do not refill.  I believe that magma tiles on the embark screen just mean that magma is visible on that particular surface tile.  This means that both pools and pipes appear as magma tiles on embarking.  This needs to be confirmed (because I could just be pulling this out of thin air, all my embark screen magma tiles have been pipes) but it would certainly explain your situation.--[[User:Zipdog|Zipdog]] 22:44, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Trivial Stuff ==&lt;br /&gt;
&lt;br /&gt;
A couple of things I found while experimenting, please verify:&lt;br /&gt;
* Volcanoes seem to cause high elevation in the surrounding area; even if the surrounding area is too low for the resulting mound to be classified as a mountain, every single volcano tile I've bothered to inspect has displayed as having extreme (20+) cliffs when viewed on the region map, even if it isn't technically a mountain. Amusingly, the crater is seldom at the peak of the mountain, as logic would seem to dictate.&lt;br /&gt;
* A bit of fiddling around with the world painter suggests that, instead of every 100-volcanism tile automatically being a volcano as the article implies, the game instead randomly picks (x) number of 100-volcanism tiles to become volcanoes, with (x) being the amount of volcanos specified in the worldgen parameters.&lt;br /&gt;
As a side note, I have to wonder about the wisdom of posting this here with the new version literally days away. --[[User:Mr Frog|Mr Frog]] 17:17, 31 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=76751</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=76751"/>
		<updated>2010-03-28T05:23:27Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Dragonfire too weak? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== They go through magma ==&lt;br /&gt;
&lt;br /&gt;
a dragon walked through 3 tiles of magma channel and destroyed my fortress&lt;br /&gt;
&lt;br /&gt;
:Considering that vanilla dragons are specifically not immune to magma, I find this hard to believe. As such, I'm removing the comment on the page proper until someone can confirm this. kind of thing. Also, sign your comments.--[[User:Quil|Quil]] 14:52, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Tameable? ==&lt;br /&gt;
&lt;br /&gt;
Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Disappointment ==&lt;br /&gt;
&lt;br /&gt;
I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
Got a dragon and it didn't seem to be able to path past my fortifications. I've had goblin sieges path just fine. Anyway, I sent out three elite wrestlers and they killed the dragon pretty quickly, without even getting bruised. --[[User:Gesangbaer|Gesangbaer]] 19:48, 8 September 2009 (EST)&lt;br /&gt;
:Adding my experience of disappointment:  I just had a regular swordsdwarf defeat a dragon...  I have no idea how he did it.  No bolts were involved, my crossbow squad was still practicing at the archery targets at the time.  I only lost a mason and a carpenter to the dragon.  Very disappointing. [[User:3lB33|3lB33]] 13:39, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tiny? ==&lt;br /&gt;
&lt;br /&gt;
Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
:Maybe the dwarves are so either depressed about their size or megalomaniac that they build/dig completely oversized rooms. [[User:Gnarker|Gnarker]]&lt;br /&gt;
&lt;br /&gt;
== Burning items ...  ==&lt;br /&gt;
&lt;br /&gt;
IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
&lt;br /&gt;
Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
&lt;br /&gt;
== They're [FANCIFUL]...? ==&lt;br /&gt;
&lt;br /&gt;
I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
:::I have been led to believe that it is for creatures that everyone knows about, no matter what.  Everyone has heard of a dragon, even if only about 50 people have seen one. --[[User:Zchris13|Zchris13]] 20:01, 25 February 2009 (EST)&lt;br /&gt;
::::I'm gonna go out on a limb here and say that with the megabeasts they have the fanciful tag to *Prevent* them from being spawned after worldgen. As, all megabeasts are spawned at worldgen, not as they come to your fortress.[[User:Shardok|Shardok]] 23:00, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:As far as I know, [FANCIFUL] creatures can appear in engravings and such even if they haven't appeared, and can be flagged to appear more often in the art of civilizations (as in the humans). --[[User:Chinkeeyong|Chinkeeyong]] 05:04, 3 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== After being tamed ==&lt;br /&gt;
&lt;br /&gt;
Will they defend themselves if they get attacked? I would love burning the bloody goblins who go and ruin my dwarven families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think tamed monsters don't act the same if they were untamed because I remember having a chained dragon staying still, doing jack squat when goblins were in fire breathing range. Has anyone ever had their tamed dragons breathe fire on anything? Is fire breathing like shooting a crossbow? Is this attack unique as it's the most advanced attack a creature could have? I'm thinking of making war dragons unless that's already planned or someone made making different war animals easy already, me thinking that they would rip and tear through goblins and trolls, more easily.--[[User:Seaneat|Seaneat]] 11:32, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spawning Injured? ==&lt;br /&gt;
&lt;br /&gt;
I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
&lt;br /&gt;
It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
&lt;br /&gt;
:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Footprints ==&lt;br /&gt;
&lt;br /&gt;
From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Krinkle posted:'''&lt;br /&gt;
&lt;br /&gt;
holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
&lt;br /&gt;
''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
&lt;br /&gt;
I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapped! ==&lt;br /&gt;
&lt;br /&gt;
I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
&lt;br /&gt;
:Yep.  Dragons are easily captured.  And tamed, in fact.  And, with the proper mod, and a stroke of luck, bred.--[[User:Aescula|Aescula]] 03:48, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugged Dragon? ==&lt;br /&gt;
&lt;br /&gt;
I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire too weak? ==&lt;br /&gt;
&lt;br /&gt;
Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
&lt;br /&gt;
I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
: How can a skeletal dragon breathe dragonfire anyway?  He's just a skeleton. --[[User:FJH|FJH]] 07:40, 14 March 2010 (UTC)&lt;br /&gt;
:: I'd like to think that the laws of physics tend to be pretty lenient on skeletal dragons. Y'know, what with them being &amp;lt;b&amp;gt;sketetal dragons&amp;lt;/b&amp;gt; and all :P --[[User:Mr Frog|Mr Frog]] 05:23, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dungeon Master ==&lt;br /&gt;
I noticed when I tamed a captured dragon that the actual task of taming was performed by a normal animal trainer and not by my Dungeon Master. My Dungeon Master was alive and well at the time but is it possible that megabeast taming doesn't require one after all? --[[User:Paradigmlost|Paradigmlost]] 10:46, 12 February 2009 (EST)&lt;br /&gt;
:The DM must be at least on the map.  That is the only requirement.--[[User:Zchris13|Zchris13]] 20:05, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dragon Fire Cross Z-Plane? ==&lt;br /&gt;
&lt;br /&gt;
Anyone know if Dragons can shoot fire at an angle up or down?&lt;br /&gt;
--[[User:Yidda|Yidda]] 14:11, 27 March 2009 (UTC)&lt;br /&gt;
:Should be possible. It is a projectile. -- [[User:Zchris13|Zchris13]] 19:29, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragon on embark ==&lt;br /&gt;
&lt;br /&gt;
In my recent fortress there was a dragon sitting in the valley as I embarked. Surely he was not the average &amp;quot;animal&amp;quot; lurking around, as there also was some digging done (a world-gen outpost then destroyed by the dragon?) and items littered. [[User:Matakuka|Matakuka]] 21:13, 1 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:yes, either a cave or abandoned fort.&lt;br /&gt;
&lt;br /&gt;
== Limited Dragons ==&lt;br /&gt;
&lt;br /&gt;
Is it possible for the number of dragons (or megabeasts in particular) to run out, as in there is a certain number of them and once they are all killed/captured, no more will come to your fort?--[[User:CrazyMcfobo|CrazyMcfobo]] 20:50, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Quite so. Currently it's &amp;quot;standard&amp;quot; that they are all dead after worldgen already, sadly. Thats why you have the worldgen settings &amp;quot;stop worldgen when megabeast percentage X killed&amp;quot; and &amp;quot;check for megabeast percentage dead first in year X&amp;quot; --[[User:Confused|Confused]] 22:56, 5 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragons Vulnerable to Dragon-fire ==&lt;br /&gt;
In the September 2008 version (***.40?) I've proven (quite tragically) that dragons are not invulnerable to dragon-fire.  Yes, it was quite sad actually, you see I had two prized tamed dragons in my goblin gladiator pit and so guess what happened.  Yep, you guessed it, dropped the goblin in and the two dragons accidentally fried each other.  They were both female dragons, so would you call this a heated cat fight or what?&lt;br /&gt;
&lt;br /&gt;
[[User:Gamli|Gamli]] 00:25, 24 July 2009 (PST)&lt;br /&gt;
&lt;br /&gt;
:Was it the dragonfire that did it, or the fire on the ground as a result of the dragonfire? [[User:Shardok|Shardok]] 23:18, 6 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Uninvited Guest==&lt;br /&gt;
I found my latest dragon invader in the Unit List as an &amp;quot;Uninvited Guest.&amp;quot;  Do all mega beasts show up as uninvited guests, or is their status variable? [[User:3lB33|3lB33]] 13:29, 5 October 2009 (UTC)&lt;br /&gt;
:On a late note, '''all''' [[Megabeast|megabeasts]] are listed as that. I recently had a hydra who appeared as such, for example. (He wrecked my pump system and got killed by some wrestlers. Very underwhelming, didn't even make it to the cage traps.) ~ [[User:Midna|Midna]] 17:37, 15 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead dragons and BUILDINGDESTROYER ==&lt;br /&gt;
&lt;br /&gt;
I recently captured a skeletal dragon that doesn't seem to be able to destroy drawbridges. I managed to build a pen for him using a drawbridge as a door... Can anyone decisively confirm that skeletal dragons are BUILDINGDESTROYER:1 and not 2? --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:28, 19 November 2009 (UTC)&lt;br /&gt;
:Other testing seems to suggest that BUILDINGDESTROYER:2s do not destroy drawbridges, at least when lowered (since otherwise they'd destroy their path into your fort). --[[User:Quietust|Quietust]] 13:40, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Can Two Tame Dragons/Hydras==&lt;br /&gt;
Have children (assuming they are opposite genders)? Has anyone tried this? --[[Special:Contributions/24.60.21.237|24.60.21.237]] 17:44, 29 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No, they can't. However, you can mod the game to make them able to, apparently. [[User:VengefulDonut|VengefulDonut]] 03:17, 4 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My userpage has the proper mod.--[[User:Aescula|Aescula]] 02:50, 4 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gravity&amp;diff=76701</id>
		<title>40d Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gravity&amp;diff=76701"/>
		<updated>2010-03-27T04:01:15Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Rate of Falling (cat w/ remains) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;People have already [http://mkv25.net/dfma/movie-51-undermining shown] that when a wooden building is undermined, it collapses into logs and dead humans. Just noting. -- [[User:Alfador|Alfador]] 14:38, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's Probably a good idea for someone to look into falling damage related dismemberment. Seriously, it's awesome, I had my dwarves build a 12 story tall tower with a diving board, when they all hit the ground I paused it and looked 4 or 5 levels up and saw a dwarf head. I'd confirm it myself, but I don't have ready access to dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Keep it ==&lt;br /&gt;
&lt;br /&gt;
Bouchart marked this page for deletion, but I think we should keep it. It has some interesting videos and explains some things that cave-ins do not. It allows for experimentation on things that gravity affects other than cave-ins; what can happen when a creature falls and what liquids do, etc.. DF updates might make structures collapse when something falls on them, so I think this page definitely has some potential as DF moves along alpha, there's no sense deleting it as gravity '''is''' a part of Dwarf Fortress after all.&lt;br /&gt;
&lt;br /&gt;
Though I think we could move the page under the title of &amp;quot;Falling&amp;quot;, or something else that might be a bigger umbrella for articles to be written under.--[[User:Richards|Richards]] 16:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I second keeping it, but leave it as the current article name. Falling is what gravity causes. Perhaps a Falling article could be made in addition to explain &amp;lt;del&amp;gt;WTF-XPLODE??&amp;lt;/del&amp;gt; what causes a body to explode on impact after a fall from great heights. ;) --[[User:N9103|Edward]] 17:55, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Rate of Falling (cat w/ remains)==&lt;br /&gt;
&lt;br /&gt;
A cat on a retractable bridge with rat remains (intended for the cat's owner who was once on the very same bridge but seems to have disappeared behind a dwarf-only door) falls (after the lever is pulled, of course) at a rate of six (6) steps per z-level.  This rate of falling is constant for both the cat and the rat remains.  The falling items do not speed up over the course of the 12 level drop to the bottom of the chasm.  This was tested many, many, many times (once for every female pet cat) in version 0.28.181.40d15/16 --[[User:Frewfrux|Frewfrux]] 23:35, 29 November 2009 (UTC)&lt;br /&gt;
:I believe you just won. --[[User:Mr Frog|Mr Frog]] 04:00, 27 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gravity&amp;diff=76700</id>
		<title>40d Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gravity&amp;diff=76700"/>
		<updated>2010-03-27T04:00:55Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Rate of Falling (cat w/ remains) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;People have already [http://mkv25.net/dfma/movie-51-undermining shown] that when a wooden building is undermined, it collapses into logs and dead humans. Just noting. -- [[User:Alfador|Alfador]] 14:38, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's Probably a good idea for someone to look into falling damage related dismemberment. Seriously, it's awesome, I had my dwarves build a 12 story tall tower with a diving board, when they all hit the ground I paused it and looked 4 or 5 levels up and saw a dwarf head. I'd confirm it myself, but I don't have ready access to dwarf fortress.&lt;br /&gt;
&lt;br /&gt;
== Keep it ==&lt;br /&gt;
&lt;br /&gt;
Bouchart marked this page for deletion, but I think we should keep it. It has some interesting videos and explains some things that cave-ins do not. It allows for experimentation on things that gravity affects other than cave-ins; what can happen when a creature falls and what liquids do, etc.. DF updates might make structures collapse when something falls on them, so I think this page definitely has some potential as DF moves along alpha, there's no sense deleting it as gravity '''is''' a part of Dwarf Fortress after all.&lt;br /&gt;
&lt;br /&gt;
Though I think we could move the page under the title of &amp;quot;Falling&amp;quot;, or something else that might be a bigger umbrella for articles to be written under.--[[User:Richards|Richards]] 16:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I second keeping it, but leave it as the current article name. Falling is what gravity causes. Perhaps a Falling article could be made in addition to explain &amp;lt;del&amp;gt;WTF-XPLODE??&amp;lt;/del&amp;gt; what causes a body to explode on impact after a fall from great heights. ;) --[[User:N9103|Edward]] 17:55, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Rate of Falling (cat w/ remains)==&lt;br /&gt;
&lt;br /&gt;
A cat on a retractable bridge with rat remains (intended for the cat's owner who was once on the very same bridge but seems to have disappeared behind a dwarf-only door) falls (after the lever is pulled, of course) at a rate of six (6) steps per z-level.  This rate of falling is constant for both the cat and the rat remains.  The falling items do not speed up over the course of the 12 level drop to the bottom of the chasm.  This was tested many, many, many times (once for every female pet cat) in version 0.28.181.40d15/16 --[[User:Frewfrux|Frewfrux]] 23:35, 29 November 2009 (UTC)&lt;br /&gt;
** I believe you just won. --[[User:Mr Frog|Mr Frog]] 04:00, 27 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=76699</id>
		<title>40d:Economics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Economics&amp;diff=76699"/>
		<updated>2010-03-27T03:35:04Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Lumber */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[Image:Production_chain.gif|thumb|400px|'''Production chain for all workshops'''.&amp;lt;br /&amp;gt; Simplified or out of date - many arrows missing!&amp;lt;br /&amp;gt;''(Click to enlarge)'']]&lt;br /&gt;
:''For the game concept added with the baron, see [[Dwarven economy]].''&lt;br /&gt;
= Overall Economic Flowchart =&lt;br /&gt;
Each process on the economic flowchart has the following components:&lt;br /&gt;
* Inputs (on left) - the process will use up these raw materials.&lt;br /&gt;
* Means/Job - either a [[building]] where the process is assigned, or (if in italics) a tool which the worker must have to carry out the process. Following the slash is a job title - this job must be enabled on a [[dwarf]] or that dwarf will not participate in that level of the economic path. &lt;br /&gt;
* Outputs (on right) - These are the goods that are produced by the economic activity in question.&lt;br /&gt;
&lt;br /&gt;
== Raw Materials ==&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; &amp;lt;I&amp;gt;[[Pick]]&amp;lt;/I&amp;gt;/[[Mining]] -&amp;gt; [[Stone]], some of which is also [[Ore]] or [[Flux]] or [[Gems]] or [[Coal]] or [[Lignite]]&lt;br /&gt;
:{{K|d}}esignate -&amp;gt; Mine&lt;br /&gt;
&lt;br /&gt;
[[Chop down trees|Trees]] -&amp;gt; &amp;lt;I&amp;gt;[[Battle axe]]&amp;lt;/I&amp;gt;/[[Wood Cutter]] -&amp;gt; [[Wood]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Chop Trees)&lt;br /&gt;
&lt;br /&gt;
[[Walls]] -&amp;gt; [[Engraving|Stone Detailing]] -&amp;gt; [[Rooms#Room_grades|Room Quality]]&lt;br /&gt;
:{{K|d}} -&amp;gt; Smooth Stone and {{K|d}} -&amp;gt; Engrave Stone&lt;br /&gt;
:Stone detailing increases the architectural value of floors and walls so improved. Boulders on the surface can also be smoothed so as to not impede wagon access.&lt;br /&gt;
&lt;br /&gt;
[[Water]] -&amp;gt; [[Fishing]] -&amp;gt; Raw [[Fish]]&lt;br /&gt;
:{{K|i}} -&amp;gt; Fishing is performed from the bank immediately above and next to a water source. Defining an [[activity zone]] is optional.&lt;br /&gt;
&lt;br /&gt;
Wild [[Animals]] -&amp;gt; &amp;lt;I&amp;gt;[[Weapon]]&amp;lt;/I&amp;gt;/[[Ambusher|Hunting]] -&amp;gt; [[Corpse|Corpses]]&lt;br /&gt;
:Dwarves will do this automatically without your input after the labour is enabled. [[Hunt]]ing can be a dangerous task, see the relevant article for details.&lt;br /&gt;
&lt;br /&gt;
[[Bush|Shrubs]] -&amp;gt; [[Herbalist|Gather Plants]] -&amp;gt; [[Crops]]&lt;br /&gt;
:Use {{K|d}} -&amp;gt;{{K|p}} to designate an area in which to gather.&lt;br /&gt;
&lt;br /&gt;
== Secondary Products ==&lt;br /&gt;
:Only raw materials needed as input. Note that [[furnace]]s have a separate submenu from [[workshop]]s. Kennels and farm plots lack a submenu altogether.&lt;br /&gt;
&lt;br /&gt;
[[Seed]] -&amp;gt; [[Farm plot]]/[[Farming|Farming(fields)]] -&amp;gt; [[Crops]]&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Seed]] x 2&lt;br /&gt;
:Note that [[muck root]]s do not have seeds.&lt;br /&gt;
&lt;br /&gt;
Raw [[Fish]] -&amp;gt; [[Fishery]]/[[Fish cleaner|Fish Cleaning]] -&amp;gt; [[Fish]]&lt;br /&gt;
&lt;br /&gt;
[[Corpse]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Meat]] (which is [[Food]]), [[Fat]], [[Skin]], [[Bones]], [[Skulls]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mason's workshop]]/[[construction|Masonry]] -&amp;gt; [[Furniture]], and [[Blocks]]; [[Quern]]s and [[Millstone]]s.&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Stonecrafting]] -&amp;gt; [[Craft]], [[Weapon|Short Sword]]&lt;br /&gt;
&lt;br /&gt;
[[Stone]] -&amp;gt; [[Mechanic's workshop]]/[[Mechanics]] -&amp;gt; [[Mechanism]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[construction|Carpentry]] -&amp;gt; [[Furniture]], [[Blocks]], [[Container|Barrels]], [[Container|Bins]], [[Bed]]s&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Craft#Crafts|Woodcrafting]] -&amp;gt; [[Craft]], [[Bolts]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Carpenter's workshop]]/[[Skills|Trapping]] -&amp;gt; [[Animal Trap]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Wooden Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Charcoal|Fuel]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Wood furnace]]/[[Wood burner|Wood burning]] -&amp;gt; [[Ash]]&lt;br /&gt;
&lt;br /&gt;
[[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; [[Siege engine]] parts and ammunition&lt;br /&gt;
&lt;br /&gt;
== Other Products ==&lt;br /&gt;
===Animal Products===&lt;br /&gt;
Some [[Fish]] -&amp;gt; [[Food#Eating|Eating]] -&amp;gt; [[Shell]] and/or [[Bone]]&lt;br /&gt;
&lt;br /&gt;
Wild [[Animal]] -&amp;gt; [[Animal Trap]]/[[Trapping]] -&amp;gt; Captured [[Animals]]&lt;br /&gt;
&lt;br /&gt;
Tame [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Trained [[Animals]]&lt;br /&gt;
:Not all animals can be tamed. A [[Dungeon master]] is required to tame more exotic creatures.&lt;br /&gt;
&lt;br /&gt;
Captured [[Animals]] -&amp;gt; [[Kennels]]/[[Animal Training]] -&amp;gt; Tame [[Animals]]&lt;br /&gt;
:Only dogs can be trained without [[modding]].&lt;br /&gt;
&lt;br /&gt;
Tame [[Animal]] -&amp;gt; [[Butcher's Shop]]/[[Butchery]] -&amp;gt; [[Corpse]]&lt;br /&gt;
:{{K|z}}-Animals-Ready for Slaughter&lt;br /&gt;
:{{K|u}}-&amp;gt;Select the Animal Unit-&amp;gt;Set &amp;quot;Ready for Slaughter&amp;quot; to (Y) if there's a specific animal you want to set for slaughter. Note that pets cannot be slaughtered.&lt;br /&gt;
&lt;br /&gt;
[[Fat]] -&amp;gt; [[Cooking]]?/[[Kitchen]] -&amp;gt; [[Tallow]]&lt;br /&gt;
&lt;br /&gt;
[[Tallow]], [[Lye]] -&amp;gt; [[Soaper]]/[[Alchemist's laboratory]] -&amp;gt; [[Soap]]&lt;br /&gt;
:[[Soap]] is a valuable [[trade|trade good]]. It is not used used to manufacture anything, but can be used for [[construction]].&lt;br /&gt;
&lt;br /&gt;
[[Skin]] -&amp;gt; [[Tannery|Tanning]]/[[Tannery]] -&amp;gt; [[Leather]]&lt;br /&gt;
&lt;br /&gt;
[[Leather]] -&amp;gt; [[Leatherworks]]/[[Leatherworking]] -&amp;gt; [[Armor]], [[Bags]], [[Backpack]]s, [[Clothing]], [[Decoration]], [[Quiver]]s, [[Waterskin]]s&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Bolts]], [[Armor]], [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
[[Bone]] -&amp;gt; [[Bowyer's workshop]]/[[Bowyer]] -&amp;gt; [[Crossbow|Bone Crossbow]]&lt;br /&gt;
&lt;br /&gt;
[[Shell]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Craft]], [[Decoration]], [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Skull]] -&amp;gt; [[Craftsdwarf's workshop]]/[[Bonecarving]] -&amp;gt; [[Totem]]&lt;br /&gt;
&lt;br /&gt;
=== Metal  ===&lt;br /&gt;
:The various &amp;quot;Magma&amp;quot; variants all require [[Magma]], and use less [[Refined coal|refined coal]] (&amp;quot;fuel&amp;quot;) - no refined coal at all if you don't make steel.&lt;br /&gt;
:The reaction table for which Ores make which [[metal]]s and/or alloys is complex and beyond the scope of this article. See [[Ore]] for details.&lt;br /&gt;
:Metals often have unique properties and not all are suitable for all purposes; see the article for a given product for details.&lt;br /&gt;
:Material requirements for individual metal items vary. Detailing the exact material cost for every piece of furniture and equipment is beyond the scope of this article, but it is generally one bar for most items and one to three bars for armor and furniture.&lt;br /&gt;
&lt;br /&gt;
[[Ore]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ? + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Metal|Metal bars]]&lt;br /&gt;
&lt;br /&gt;
[[Ore]] x ?  -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; Various [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Lignite]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x2&lt;br /&gt;
&lt;br /&gt;
[[Bituminous Coal]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
    &lt;br /&gt;
[[Bituminous Coal]] -&amp;gt; [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Coke]] x3&lt;br /&gt;
&lt;br /&gt;
[[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Pig Iron]]&lt;br /&gt;
&lt;br /&gt;
[[Pig Iron]] + [[Iron Bars]] + [[Flux]] + [[Fuel]] -&amp;gt; [[Smelter]] or [[Magma Smelter]]/[[Smelting]] -&amp;gt; [[Steel Bars]] x 2&lt;br /&gt;
&lt;br /&gt;
:To stay in steady operation, smelt [[iron]] ore twice, then [[pig iron]] once, then [[steel]] bars once. The four operations together produce 2 steel. Magma halves the fuel cost but does not eliminate it.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Smelter]]/[[Smelting]] -&amp;gt; [[Alloy]]&lt;br /&gt;
&lt;br /&gt;
:Making alloys directly from ore whenever possible will save fuel.&lt;br /&gt;
&lt;br /&gt;
[[Metal|Metal Bars]] + [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Metal crafter|Metal crafting]] or [[Blacksmith]]ing -&amp;gt; [[Furniture]], [[Craft]]s, [[Coins]] &lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Armorsmith]] -&amp;gt; [[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Weaponsmith]] -&amp;gt; [[Weapon]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]], [[Fuel]] -&amp;gt; [[Metalsmith's Forge]]/[[Trapping]] -&amp;gt; [[Animal trap]]&lt;br /&gt;
&lt;br /&gt;
[[Metal]] + [[Wood]] -&amp;gt; [[Siege Workshop]]/[[Siege engineer]] -&amp;gt; Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
=== Misc ===&lt;br /&gt;
&lt;br /&gt;
Empty [[Bags]] -&amp;gt; [[Glass Furnace]] / [[Item Hauling]] -&amp;gt; [[Sand]] &lt;br /&gt;
:You need to assign the collect sand job to a glass furnace, AND designate a sand collection activity zone with {{K|i}}.&lt;br /&gt;
&lt;br /&gt;
[[Sand]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[green glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Sand]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Clear glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Rock crystal]] + [[Pearlash]] -&amp;gt; [[Glass Furnace]] / [[Glassmaker|Glassworking]] -&amp;gt; Raw [[Crystal glass]] gems, [[Furniture]], [[Weapon|Trap components]]&lt;br /&gt;
&lt;br /&gt;
[[Barrel]], [[Crops]] -&amp;gt; [[Still]]/[[Brewing]] -&amp;gt; [[Alcohol]], [[Seed|Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds]], [[Crops]], [[Meat]], [[Alcohol]], [[Fish]], [[Milk]], [[Cheese]], and/or [[Tallow]] -&amp;gt; [[Kitchen]]/[[Cooking]] -&amp;gt; [[Food#Prepared_food|Prepared Meals]]&lt;br /&gt;
: All byproducts ([[seeds]], [[bones]], [[shells]], etc.) are destroyed by cooking. Use the {{K|z}} kitchen menu to set which items will be cooked and which will be saved. Dwarves will still eat items that are disabled from cooking to produce byproducts.&lt;br /&gt;
&lt;br /&gt;
[[Crops]] -&amp;gt; [[Farmer's workshop]]/[[Thresher|Threshing]] -&amp;gt; [[Thread]] + [[Seeds]]&lt;br /&gt;
&lt;br /&gt;
[[Thread]] -&amp;gt; [[Loom]]/[[Weaver|Weaving]] -&amp;gt; [[Cloth]]&lt;br /&gt;
&lt;br /&gt;
[[Cloth]] -&amp;gt; [[Clothier's shop]]/[[Clothier|Clothesmaking]] -&amp;gt; [[Clothing]], [[Bag]]s, [[Restraint]]s, [[Decoration]]&lt;br /&gt;
&lt;br /&gt;
= Economic Management =&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
: Due to the way the interface works, the key to maintaining flow in your [[workshop]]s is to have properly positioned and well-maintained [[stockpiles]].&lt;br /&gt;
&lt;br /&gt;
: [[Clutter]] has a severe impact on productivity, so minimizing the dwarf-labor required to clear finished goods out of your workshops is key to maintaining their productivity. &lt;br /&gt;
&lt;br /&gt;
: It is also important, especially in a mature fortress with a division of labor, to have goods close at hand so that [[legendary]] dwarves don't have to walk all over the fortress to get what they need.&lt;br /&gt;
&lt;br /&gt;
: One way to achieve this is to locate small stockpiles (3x3 suggested) near the workshop to hold the raw materials needed. By keeping the stockpiles small, less labour will be required to fill them. On the other hand, if they are too small, you risk running out before highly skilled dwarves finish their shifts! Furthermore, if you can make the stockpile larger than the total amount of material, and have a lot of idle hauling labor at the moment, a larger one can be more efficient.&lt;br /&gt;
&lt;br /&gt;
: Specific guidelines follow.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
: [[Stone]] is so abundant that you almost never need large stone stockpiles. If you want your [[stonecrafter]]s or [[mason]]s to use a choice variety of stone (such as [[obsidian]]), and have plenty of excess hauling labor, place a 3x3 or 4x4 stockpile near to the workshop, and restrict it to only a few high-value varieties of stone.&lt;br /&gt;
: Flux, Fuel and Ore are covered below.&lt;br /&gt;
&lt;br /&gt;
=== Flux and Ore ===&lt;br /&gt;
: A handy flux stockpile is absolutely key to maintaining efficient throughput in making steel. Steel is very labor intensive to begin with and if your furnace operators have to go a long way to get materials, you're over and done.&lt;br /&gt;
: On the other hand, if you have any flux at all, it's probably marble and you probably have &amp;lt;B&amp;gt;lots&amp;lt;/B&amp;gt; of it.&lt;br /&gt;
: So a large flux stockpile will divert all hauling labor into filling it up.&lt;br /&gt;
: Generally speaking, a 3x3 stockpile should be plenty, but keep it absolutely as close to your furnaces as possible.&lt;br /&gt;
&lt;br /&gt;
: The same considerations apply with ore and furnace fuel, but larger stockpiles are generally less of a problem, because there aren't 800 units of ore to haul. A skilled furnace operator can smelt direct-use ores *very* quickly, so consider a large stockpile for ore once a high skill level is achieved.&lt;br /&gt;
: In general, a full time [[wood burner]] will produce more Charcoal and more [[ash]] than a set of magma furnaces (even making steel) will actually use, so you may want to allow the wood furnace to get cluttered and then shut it off; but you should still build a fuel stockpile.&lt;br /&gt;
: If you don't have magma you're going to be burning fuel like crazy.&lt;br /&gt;
&lt;br /&gt;
=== Lumber ===&lt;br /&gt;
: Lumber takes a long time to haul down from the surface, so lumber stockpiles should be quite a bit larger, as this can introduce a significant lag in refilling them, you'll want some cushion.&lt;br /&gt;
: There's also a big labor input issue - either it takes even longer to haul from the surface, or it takes your intermediary dwarf a long time to get the lumber.&lt;br /&gt;
: In general, it is recommended that you place your lumber stockpile near the surface, and place the lumber-using workshops or furnaces as nearby as possible.&lt;br /&gt;
: This means it may take a long time to haul your ashes or charcoal to your forges for use, but that hauling job can be handled by a [[peasant]], while the Wood Burner has to haul the logs into the furnace himself.&lt;br /&gt;
&lt;br /&gt;
=== Finished Goods ===&lt;br /&gt;
: Firstly, life without [[bin]]s is unlivable. If you have to make them out of metal, I suggest [[copper]] or [[lead]]. But few start locations are so [[wood]] deprived that one log is harder to come by than 3 metal bars. You'll want more bins than you can possibly make, so make as many as you can.&lt;br /&gt;
: Once you have bins, it becomes much easier to haul finished goods to your trade [[depot]], since the dwarves haul the bin with them. However, goods have to be hauled one at a time from the workshop and then placed in bins. I'm hoping that this is a high priority for change, since it's a major pain in the arse, but there you are. So, your finished goods stockpile should be as close to your workshops as possible, and you should only haul items to the trade depot once they've been placed in bins.&lt;br /&gt;
: If you have NO local wood source, one way to conserve your precious wood piles is to wait for caravans and buy all their cloth and leather bins. You'll get lots of cloth and leather products, which you should use, freeing up the bins for other uses.&lt;br /&gt;
&lt;br /&gt;
=== Misc. Products ===&lt;br /&gt;
&lt;br /&gt;
: [[Refined coal]] of every kind, as well as [[Ash]], [[Potash]] and [[Soap]], are classified and stored as bars.&lt;br /&gt;
&lt;br /&gt;
[[category: Economy]]&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category_talk:Obsolete&amp;diff=76682</id>
		<title>Category talk:Obsolete</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category_talk:Obsolete&amp;diff=76682"/>
		<updated>2010-03-27T02:27:01Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Created page with 'I'm possibly overstepping my station here, but I added some text because the category showed up as a redlink, which was pretty confusing. If I F'd up, please fix it. --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm possibly overstepping my station here, but I added some text because the category showed up as a redlink, which was pretty confusing. If I F'd up, please fix it. --[[User:Mr Frog|Mr Frog]] 02:27, 27 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=76681</id>
		<title>Category:Obsolete</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Obsolete&amp;diff=76681"/>
		<updated>2010-03-27T02:24:22Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: Created page with 'These articles contain information regarding past versions of Dwarf Fortress. Any information found in these pages may not necessarily be true for the latest version, and should …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These articles contain information regarding past versions of Dwarf Fortress. Any information found in these pages may not necessarily be true for the latest version, and should probably be taken with a grain of salt.&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=74664</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=74664"/>
		<updated>2010-03-23T03:16:40Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Flying Fish!!! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Is used to tragedy&amp;quot;? == &lt;br /&gt;
One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
==Pitting problems==&lt;br /&gt;
Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
:--Rickola&lt;br /&gt;
&lt;br /&gt;
::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::(It's not true that strangling is the &amp;quot;only&amp;quot; kill move - wrestling also includes punches, and a lucky punch can damage the throat or an organ.  Not relevant here, but just saying for accuracy.)--[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::::{If you read what he said, you'll notice that he said that '''punches''' were the only way to 'kill' them with wrestling} --[[Special:Contributions/71.194.101.232|71.194.101.232]] 23:07, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I got a skeletal dragon. Disappointingly, it succumbed to a cage trap. I used savescumming to run some experiments, and it seems it's quite hardy but not particularly powerful. The dragon is now sitting in a dragonfire pillbox in my fortress - by the way, it seems that the undead BUILDINGDESTROYER:1 tag overrides BUILDINGDESTROYER:2, so it can be stopped by a raised drawbridge. I tried activating the pillbox and engaging it with my marksdwarves - it took an extremely long time to even begin to return fire, and only ignited one marksdwarf. On the plus side, being skeletal, I'm pretty sure that ranged attacks won't even scratch it - but now it's going to be a glorified fire trap. --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:34, 19 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zombie Gas Warfare ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that &amp;quot;live&amp;quot; zombies also spread miasma if they are indoors.  I have seen this on several occasions, but all with zombie fire imps, so I can't actually confirm that it happens with other zombie types.--[[User:Zipdog|Zipdog]] 02:17, 23 April 2009 (UTC)&lt;br /&gt;
:I'm not even sure how having undead [[fire imp]]s is even ''possible''. You'd think that a zombie fire imp, for example, would roast itself to the point where it would die.... ~ [[User:Midna|Midna]] 04:27, 9 December 2009 (UTC)&lt;br /&gt;
:: I embarked near a volcano in an evil biome.  I was beset with ''skeletal'' fire imps.  And yes, they do breathe fire! [[User:Iapetus|Iapetus]] 11:56, 27 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead Building Destroyer ==&lt;br /&gt;
I have seen evidence that skeletal creatures have building destroyer. Has anyone had any experience with this or more evidence of it happening? Do they also trapavoid? If undead creatures do destroy buildings normally, it should be on the page, yes? -- [[User:CultOfTheRaven|CultOfTheRaven]] 18:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I believe that undead retain the traits of the base animal -- at least, I've had a skeletal raccoon steal items just like a regular raccoon does. --[[User:Sev|Sev]] 02:27, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The animal was a skeletal fox. I'm pretty sure regular foxes can't destroy doors. -- [[User:CultOfTheRaven|CultOfTheRaven]] 05:27, 25 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hammer vs Axe ==&lt;br /&gt;
&lt;br /&gt;
After getting my 7 starting dwarves torn apart by a pack of skeletal muskox, I'd like to know just in case it happens again: what is more effective against undead, slashing or bludgeoning?  --[[User:Smartmo|Smartmo]] 22:42, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think bludgeon, as it has more raw damage while slashing has the advantage of easier bleeding, which is lost against undeads.[[User:Wagawaga|Wagawaga]] 20:36, 29 July 2009 (UTC)&lt;br /&gt;
:: Axes are very useful against the undead, since their criticals dismember limbs, it isn't uncommon for an axedwarf to cleave off a skeleton or zombies head killing it instantly even at low skill levels. You can test this yourself in adventure mode, using a Mace user and then an axe user to fight several undead encounters in evil zones. The combat system is inherently random, but after 20 or so fights each you'll quickly see some sort relevant data.&amp;lt;sup&amp;gt;anonymous edit - &amp;amp; see next section&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cut apart to kill? ==&lt;br /&gt;
 Undead can ~only~ be destroyed after losing thier Head, Upper Body, or Lower Body. &amp;lt;br /&amp;gt;Even after having lost all of their limbs they'll still be quite &amp;quot;alive&amp;quot;, so to speak.&lt;br /&gt;
&lt;br /&gt;
This was an anonymous (IP only) post, with this as an editors comment:&lt;br /&gt;
 Tested this information while leveling an adverturer to legendary in almost&amp;lt;br /&amp;gt; exclusively undead encounters.&lt;br /&gt;
&lt;br /&gt;
I'm removing it for now, at least until someone with a User name shows up to discuss it. Verification is needed before an absolute statement like this is made. Same in fortress mode? ''All'' undead?! Some of the above posts suggest that a hammer is a fine weapon for its brute damage potential, with or without smashing an undead into bits.  --[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depletion ==&lt;br /&gt;
Does the local population of undead deplete like normal wild animals? --[[User:Bouchart|Bouchart]] 23:38, 17 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Doesn't look like it. My military got into a scuffle with some zombie muskoxen whilst routing an ambush, and even as my dorfs (re?)killed them, replacement zombies continued to spawn at the map edge at the same rate the other zombies were being felled. It was a nightmare... While this doesn't prove they can't be depleted, it does mean that undead may use different mechanics than living critters, i.e. being created on the spot instead of existing previously and wandering onto the map. Normal creatures do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; spawn that quickly AFAIK. --[[User:Mr Frog|Mr Frog]] 03:09, 23 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Tameability? ==&lt;br /&gt;
&lt;br /&gt;
I was not able to find any information on taming the undead in the Tame or Pet articles, so I thought I'd bring it up here. Is it at all possible to tame zombie or skeletal creatures? Because I'd certainly love to have a bunch of skeletal giant eagles floating around my fortress as an alternative to bowling them over with my military every time one shows up. The goats and marmots... eh, not so much. [[Special:Contributions/24.22.239.156|24.22.239.156]] 03:04, 2 December 2009 (UTC)&lt;br /&gt;
:I believe undead creatures are inherently hostile toward all non-undead creatures - using Dwarf Companion to make a tame animal undead makes it attack everyone. --[[User:Quietust|Quietust]] 04:01, 2 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead vs Living Creatures? ==&lt;br /&gt;
&lt;br /&gt;
In one evil fortress, most of the dwarves' opposition came in the form of undead mountain goats and hoary marmots. For the first few years it was just them, but then I ordered a dwarf, who wouldn't spar due to a spinal injury, to have a go at them since I needed bones. After killing a bunch of them, I saw for the first time LIVING mountain goats on the map. I think it may be possible that killing off enough undead beasties can cause them to lose influence, though I have no way of testing this.&lt;br /&gt;
&lt;br /&gt;
FWIW, it was a part-good part-evil map. Unicorns hung around the northeast corner of the map in the spring and liked to stumble into cage traps, though this was the first occurance of living ''goats.'' ~~[[User:Loyal|Loyal]] 01:55, 28 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flying Fish!!! ==&lt;br /&gt;
&lt;br /&gt;
You know, I always thought that the undead-fish-on-dry-land phenomena was just them flying around in a ghostly, possessed kind of way.&lt;br /&gt;
:Speaking of ghosts, are they on the Dev lists? Maybe after magic is implemented? --[[Special:Contributions/71.194.101.232|71.194.101.232]] 23:21, 8 March 2010 (UTC)&lt;br /&gt;
:: I always thought it was because undead [[carp]] are so terrifying, even the laws of physics know better than to piss them off. --[[User:Mr Frog|Mr Frog]] 03:16, 23 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=74663</id>
		<title>40d Talk:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Undead&amp;diff=74663"/>
		<updated>2010-03-23T03:09:40Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Depletion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Is used to tragedy&amp;quot;? == &lt;br /&gt;
One question: I had two dwarves that were not always occupied hunt small zombies and skeletons (hoary marmots, mountain goat and such). Apart from getting really good at wrestling, they both seemed to gain &amp;quot;Is used to tragedy&amp;quot; as a character trait. Can anyone confirm that? -- [[User:qwertyu|qwertyu]] 12:34, 9 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
:That always happens regardless of what they are killing.&lt;br /&gt;
&lt;br /&gt;
==Pitting problems==&lt;br /&gt;
Should we include the fact that attempting to pit undead animals of any kind will result in them attacking the moment they are released, regardless of how close they are to the pit. (They can be right next to it but still attack the pit-ter once they are out of the cages)&lt;br /&gt;
--[[User:Umiman|Umiman]] 07:39, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe we should put it in as a warning to those who attempt to put captured undead in pits.&lt;br /&gt;
:--Rickola&lt;br /&gt;
&lt;br /&gt;
::Should it be mentioned that the Undead versions are much more tougher than 'normal' creatures, once I had an entire fortress wiped out by a single Undead Racoon. --[[User:Hoborobo|Hoborobo]] 06:47, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think zombies are a lot harder than skeletons.  Maybe undead horses are just absurdly hard anyway, but I put all seven of my starting dwarves on a single zombie horse.  Sure, they were untrained and unarmored and were wrestling it to death (except for the miners), but all seven dwarves went from untrained in wrestling to novice wrestlers, became tired/exhausted, AND two dwarves died and three got yellow/red injuries, before that single zombie horse went down.  Then the other four zombie horses wandered in...  Skeletons seem to be a lot easier to kill. --[[User:Sowelu|Sowelu]] 04:15, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Though zombies are easy to run away from.  My dwarves sidestep zombies whenever they see them (which is often, on my current map), but skeletons would corner them.  Zombies are, however, famously difficult to kill by wrestling.  Use an axe or sword.--[[User:Maximus|Maximus]] 16:25, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Zombies are utterly impossible to kill with wrestling. The only wrestling move that can kill at all is strangling, and zombies don't breathe or bleed. Dwarves set to wrestle undead will only ever destroy them with punches. If you're heading into an evil biome, I'd recommend bringing a well-armed macedwarf! That'll teach 'em to stay dead, pretty darn quick. Swords aren't so good, spears and picks even worse, though axes will do okay. In a pinch, at least make your dwarves shields to bash with. It's a matter of raw damage. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::(It's not true that strangling is the &amp;quot;only&amp;quot; kill move - wrestling also includes punches, and a lucky punch can damage the throat or an organ.  Not relevant here, but just saying for accuracy.)--[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
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:::::::{If you read what he said, you'll notice that he said that '''punches''' were the only way to 'kill' them with wrestling} --[[Special:Contributions/71.194.101.232|71.194.101.232]] 23:07, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skeleton Corpse ==&lt;br /&gt;
&lt;br /&gt;
I have a Skeleton Horse Corpses. That's not normal, right? It appears to have fallen several levels into a river. Adjacent to it (well... adjacent if you ignore the z-difference) are bridge squares and weapon traps. --[[User:Groveller|Groveller]] 11:55, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I saw [http://www.bay12games.com/forum/index.php?topic=22793.0 this report] a while ago on the bugs board. May be worth resurrecting it (especially if you can supply saves)? --[[User:Raumkraut|Raumkraut]] 14:21, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmm, just noticed it wasn't on the bugs board, but on the gameplay questions board. May be worth starting a thread on the bugs board then? --[[User:Raumkraut|Raumkraut]] 15:49, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, the board. I hadn't even looked at that yet. Anyway, the person you linked to posted in the bugs board too, so I guess this is known. I didn't think of getting a save... --[[User:Groveller|Groveller]] 07:24, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skeletal creatures ==&lt;br /&gt;
&lt;br /&gt;
I was told that skeletal creatures would lose their limbs whenever they hit broken status. Is this true?&lt;br /&gt;
&lt;br /&gt;
As another note, if that is true, I have a bug that occured. Under the assumption broken bones = removed bones for the skeletons, one of my hammerdwarves hit a skeletal dragon so hard that its upper body was instantly mangled, skipping the broken (and thusly removed) state entirely.[[User:Milskidasith|Milskidasith]] 17:17, 9 November 2008 (EST)&lt;br /&gt;
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Assuming the 'sever on break' tag applies to skeletons, it only applies to limbs. You can't 'sever' a torso. --[[User:Navian|Navian]] 17:27, 22 November 2008 (EST)&lt;br /&gt;
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==Undead Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
Could this be elaborated on a bit? I've never seen an undead megabeast in the legends screen. How does this work? How rare is it (absurdly rare, I guess)? [[User:Lastofthelight|Lastofthelight]]&lt;br /&gt;
&lt;br /&gt;
:I've had a zombie Titan... no idea why it was a zombie but it was the only megabeast i'd seen.  Really, megabeasts are far too rare now that they can be killed off in world gen. --[[User:Squirrelloid|Squirrelloid]] 10:29, 8 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Agreed. Somehow, I've managed to avoid seeing a megabeast entirely as of yet. Zombies and skeletons are hard enough to find; megabeasts are nearly impossible.&lt;br /&gt;
&lt;br /&gt;
::To be honest, I'm really hoping Toady hurries up and brings back the undead event that was talked about in [[Core components]]. That is, undead dwarves and pets that died in your fortress would pop through the floor and attack you. Spooky. ~ [[User:Midna|Midna]] 07:10, 1 February 2009 (EST)&lt;br /&gt;
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::I got a skeletal dragon. Disappointingly, it succumbed to a cage trap. I used savescumming to run some experiments, and it seems it's quite hardy but not particularly powerful. The dragon is now sitting in a dragonfire pillbox in my fortress - by the way, it seems that the undead BUILDINGDESTROYER:1 tag overrides BUILDINGDESTROYER:2, so it can be stopped by a raised drawbridge. I tried activating the pillbox and engaging it with my marksdwarves - it took an extremely long time to even begin to return fire, and only ignited one marksdwarf. On the plus side, being skeletal, I'm pretty sure that ranged attacks won't even scratch it - but now it's going to be a glorified fire trap. --[[Special:Contributions/155.69.95.232|155.69.95.232]] 09:34, 19 November 2009 (UTC)&lt;br /&gt;
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== Zombie Gas Warfare ==&lt;br /&gt;
&lt;br /&gt;
It should be noted that &amp;quot;live&amp;quot; zombies also spread miasma if they are indoors.  I have seen this on several occasions, but all with zombie fire imps, so I can't actually confirm that it happens with other zombie types.--[[User:Zipdog|Zipdog]] 02:17, 23 April 2009 (UTC)&lt;br /&gt;
:I'm not even sure how having undead [[fire imp]]s is even ''possible''. You'd think that a zombie fire imp, for example, would roast itself to the point where it would die.... ~ [[User:Midna|Midna]] 04:27, 9 December 2009 (UTC)&lt;br /&gt;
:: I embarked near a volcano in an evil biome.  I was beset with ''skeletal'' fire imps.  And yes, they do breathe fire! [[User:Iapetus|Iapetus]] 11:56, 27 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Undead Building Destroyer ==&lt;br /&gt;
I have seen evidence that skeletal creatures have building destroyer. Has anyone had any experience with this or more evidence of it happening? Do they also trapavoid? If undead creatures do destroy buildings normally, it should be on the page, yes? -- [[User:CultOfTheRaven|CultOfTheRaven]] 18:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I believe that undead retain the traits of the base animal -- at least, I've had a skeletal raccoon steal items just like a regular raccoon does. --[[User:Sev|Sev]] 02:27, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::The animal was a skeletal fox. I'm pretty sure regular foxes can't destroy doors. -- [[User:CultOfTheRaven|CultOfTheRaven]] 05:27, 25 May 2009 (UTC)&lt;br /&gt;
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== Hammer vs Axe ==&lt;br /&gt;
&lt;br /&gt;
After getting my 7 starting dwarves torn apart by a pack of skeletal muskox, I'd like to know just in case it happens again: what is more effective against undead, slashing or bludgeoning?  --[[User:Smartmo|Smartmo]] 22:42, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think bludgeon, as it has more raw damage while slashing has the advantage of easier bleeding, which is lost against undeads.[[User:Wagawaga|Wagawaga]] 20:36, 29 July 2009 (UTC)&lt;br /&gt;
:: Axes are very useful against the undead, since their criticals dismember limbs, it isn't uncommon for an axedwarf to cleave off a skeleton or zombies head killing it instantly even at low skill levels. You can test this yourself in adventure mode, using a Mace user and then an axe user to fight several undead encounters in evil zones. The combat system is inherently random, but after 20 or so fights each you'll quickly see some sort relevant data.&amp;lt;sup&amp;gt;anonymous edit - &amp;amp; see next section&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cut apart to kill? ==&lt;br /&gt;
 Undead can ~only~ be destroyed after losing thier Head, Upper Body, or Lower Body. &amp;lt;br /&amp;gt;Even after having lost all of their limbs they'll still be quite &amp;quot;alive&amp;quot;, so to speak.&lt;br /&gt;
&lt;br /&gt;
This was an anonymous (IP only) post, with this as an editors comment:&lt;br /&gt;
 Tested this information while leveling an adverturer to legendary in almost&amp;lt;br /&amp;gt; exclusively undead encounters.&lt;br /&gt;
&lt;br /&gt;
I'm removing it for now, at least until someone with a User name shows up to discuss it. Verification is needed before an absolute statement like this is made. Same in fortress mode? ''All'' undead?! Some of the above posts suggest that a hammer is a fine weapon for its brute damage potential, with or without smashing an undead into bits.  --[[User:Albedo|Albedo]] 06:11, 28 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Depletion ==&lt;br /&gt;
Does the local population of undead deplete like normal wild animals? --[[User:Bouchart|Bouchart]] 23:38, 17 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Doesn't look like it. My military got into a scuffle with some zombie muskoxen whilst routing an ambush, and even as my dorfs (re?)killed them, replacement zombies continued to spawn at the map edge at the same rate the other zombies were being felled. It was a nightmare... While this doesn't prove they can't be depleted, it does mean that undead may use different mechanics than living critters, i.e. being created on the spot instead of existing previously and wandering onto the map. Normal creatures do &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; spawn that quickly AFAIK. --[[User:Mr Frog|Mr Frog]] 03:09, 23 March 2010 (UTC)&lt;br /&gt;
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== Tameability? ==&lt;br /&gt;
&lt;br /&gt;
I was not able to find any information on taming the undead in the Tame or Pet articles, so I thought I'd bring it up here. Is it at all possible to tame zombie or skeletal creatures? Because I'd certainly love to have a bunch of skeletal giant eagles floating around my fortress as an alternative to bowling them over with my military every time one shows up. The goats and marmots... eh, not so much. [[Special:Contributions/24.22.239.156|24.22.239.156]] 03:04, 2 December 2009 (UTC)&lt;br /&gt;
:I believe undead creatures are inherently hostile toward all non-undead creatures - using Dwarf Companion to make a tame animal undead makes it attack everyone. --[[User:Quietust|Quietust]] 04:01, 2 December 2009 (UTC)&lt;br /&gt;
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== Undead vs Living Creatures? ==&lt;br /&gt;
&lt;br /&gt;
In one evil fortress, most of the dwarves' opposition came in the form of undead mountain goats and hoary marmots. For the first few years it was just them, but then I ordered a dwarf, who wouldn't spar due to a spinal injury, to have a go at them since I needed bones. After killing a bunch of them, I saw for the first time LIVING mountain goats on the map. I think it may be possible that killing off enough undead beasties can cause them to lose influence, though I have no way of testing this.&lt;br /&gt;
&lt;br /&gt;
FWIW, it was a part-good part-evil map. Unicorns hung around the northeast corner of the map in the spring and liked to stumble into cage traps, though this was the first occurance of living ''goats.'' ~~[[User:Loyal|Loyal]] 01:55, 28 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Flying Fish!!! ==&lt;br /&gt;
&lt;br /&gt;
You know, I always thought that the undead-fish-on-dry-land phenomena was just them flying around in a ghostly, possessed kind of way.&lt;br /&gt;
:Speaking of ghosts, are they on the Dev lists? Maybe after magic is implemented? --[[Special:Contributions/71.194.101.232|71.194.101.232]] 23:21, 8 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=74570</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=74570"/>
		<updated>2010-03-21T01:28:05Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* LIES! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==LIES!==&lt;br /&gt;
'Like walls, doors can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position.'&lt;br /&gt;
I did this and my andesite doors turned into puddles of goo, as did my hatches. Much Fun is currently happening...&lt;br /&gt;
* Perhaps you forgot to &amp;quot;lock&amp;quot; the door? The door should be fine so long as the magma is not actually on the door's tile, which should not happen unless one of your &amp;lt;s&amp;gt;idiots&amp;lt;/s&amp;gt;dorfs opens it (I think this is due to quirks with the temperature system; magma's temperature is fixed at 12000 degrees Urist and does not heat up adjacent tiles). In fact, just the other day I rerouted magma through my barracks to clean up the assorted crap that had accumulated on the floor. The doors held firm (though I did construct a wall in front of the doors, just in case), although a dwarf in a completely different part of the fortress (and the schmoe in the barracks with two missing limbs and a broken spine, though that was considerably less surprising) inexplicably burst into flames, which baffles me to this day. Perhaps it was fire snakes. Or Spontaneous Dwarven Combustion (SDC). --[[User:Mr Frog|Mr Frog]] 01:28, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Steel?==&lt;br /&gt;
Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:Magmaproof is not the same as fireproof. Buildings that work WITH magma need to be fireproof. Rocks and iron are fireproof. Wood is not. Buildings that are going IN the magma, such as floodgates, their mechanisms, and pumps need to be magmaproof materials such as steel and bauxite. [[User:Rkyeun|Rkyeun]] 01:51, 13 July 2009 (UTC)&lt;br /&gt;
::The &amp;quot;must have steel&amp;quot; thing is from the old 2d version. Now, it is only required to be fire safe, such as iron and steel, most other metals, and most types of rock.--[[User:Zchris13|Zchris13]] 15:10, 15 October 2009 (UTC)&lt;br /&gt;
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==Disabling temperature?==&lt;br /&gt;
If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
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==Mountain Layers &amp;amp; magma?==&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
:::A small patch of obsidian is a dead giveaway for a magma pipe.--[[User:Zchris13|Zchris13]] 15:11, 15 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==magma chamber not visible==&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
::::I have seen this &amp;quot;cap&amp;quot; of obsidian over pipes in all temperatures.--[[User:Zchris13|Zchris13]] 15:17, 15 October 2009 (UTC)&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
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Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
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:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
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== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
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I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
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I'm playing a magma pipe right now, and after filling a reservoir to build my forges over, I noticed the main pipe section refilled itself a little bit.  It's not back to what it used to be, but there is definitely some regeneration going on.  Seems to be going at an excruciatingly slow pace though.  About 7 years into the fort and the pipe is nowhere close to being completely refilled.  --[[Special:Contributions/65.94.8.163|65.94.8.163]] 14:12, 11 October 2009 (UTC)&lt;br /&gt;
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== Temperature ==&lt;br /&gt;
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Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
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:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
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::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
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::It also makes sure water stays heated; a friend of mine keeps magma under a few of his natural pools to make sure they stay thawed during the cold winter months (all but the middle summer month!) --Gotthard 17:45, 12 July 2009 (UTC)&lt;br /&gt;
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==Flow?==&lt;br /&gt;
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I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortification]]s. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification]]s allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
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:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
&lt;br /&gt;
:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
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In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
:::Oh what [[Losing|FUN!]]  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
::::A bit late, but are you sure you didn't somehow cause a [[cave-in]] and punch a hole through the floor? I've '''never''' observed magma destroying walls or floors on its own, even those made of sand. --[[User:Quietust|Quietust]] 16:19, 8 October 2009 (UTC)&lt;br /&gt;
:::::Good timing because I just observed this myself and it definitely wasn't a cave in. Magma created an open space in a white sand floor and began flooding my fortress. Had breached the underground river so it could also have been a tower cap burning but I didn't think that happened. [[User:Pti|Pti]] 21:33, 8 October 2009 (UTC)&lt;br /&gt;
:::::Incidentally, that was with temperature off. [[User:Pti|Pti]] 21:35, 8 October 2009 (UTC)&lt;br /&gt;
::::::That would actually be an interesting thing to check - my current fort has a short underground magma channel, hollow underneath, and having sand floors, but the layer underneath is all chalk so no tower-caps would be able to grow. I could possibly test it by adding some mud next to the channels, since I've observed nearby muddy floors to permit tower-cap growth above stone layers. --[[User:Quietust|Quietust]] 22:00, 8 October 2009 (UTC)&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
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I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
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&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
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While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
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==Site finder==&lt;br /&gt;
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Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
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:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
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== Magma-swimming Baby ==&lt;br /&gt;
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For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
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== Spawn Distance For Creatures? ==&lt;br /&gt;
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How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
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== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
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:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
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:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
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::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
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::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
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== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
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:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
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:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
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:::Tested this by a) dropping (non-magma safe) rocks into a river and then pouring in Lava, they were recoverable. b) putting a couple of similar rocks as well as a nickel-silver bar and a constructed nickle-silver bridge into a room, letting enough magma in to cover the floor, and then adding water before the rocks had melted. All items were recoverable and the bridge was still intact after digging it out. --[[User:Mael|Mael]] 00:08, 15 July 2009 (UTC)&lt;br /&gt;
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::::Nice!  That means my Obsidian Tomb trap concept just got a lot better!  --[[User:Arkenstone|Arkenstone]] 14:10, 20 August 2009&lt;br /&gt;
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== Flies spawning from magma? ==&lt;br /&gt;
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I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;br /&gt;
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:This has happened to me as well, it dosn't have anything to do with the graphics mod because I don't use it, I thought it was part of the civi forge mod I have been using, my personal theory it that flies spawn from refuse and molten rocks are refuse, it might also be from the dirt that magma makes because once I found a dwarf going down to my obsidian farm to clean something, the magma had cleared because my watergate broke(I suspect that an elven plot or carp are the cause).The ground had marks on it and I saw my cleaner cleaning it up.The flies may be attracted to &amp;quot;dirty&amp;quot; tiles but i'm not sure.--[[User:Supercharazard|Supercharazard]] 17:30, 12 October 2009 (UTC)&lt;br /&gt;
::I have noticed this same behavior in vanilla DF--[[User:Zchris13|Zchris13]] 15:20, 15 October 2009 (UTC)&lt;br /&gt;
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== Digging into volcano wall ==&lt;br /&gt;
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While the article says you need unbelievably fast to avoid getting incinierated while digging into the obsidian wall, this doesn't seem to be true.  More important than speed is to make sure the digger has a designated mining section a few blocks away to immiedately start working on so he doesn't get that split second pause before switching labor.  With this method I got a miner with merely &amp;quot;agile&amp;quot; out safely. [[User:Greep|Greep]] 04:48, 14 July 2009 (UTC)&lt;br /&gt;
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== digging away the obsidian ==&lt;br /&gt;
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There's something that I've not been able to find an answer for anywhere, which is if I dig away at the obsidian walls of the magma pipe (without touching the very inner layer of obsidian), will magma thats above the obisidan tile be able to leak down or is there a floor under the magma tile (above the obsidian) that'll prevent it from spilling out? --[[User:Kain|Kain]] 21:26, 26 July 2009 (UTC)&lt;br /&gt;
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:If there was a natural tile one z-level down, then there is a floor there. --[[User:Elvang|Elvang]] 00:06, 29 July 2009 (UTC)&lt;br /&gt;
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== Producing Obsidian section ==&lt;br /&gt;
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The example directly on the page is difficult to understand--some diagrams would be helpful. Really, detailed designs like that should be on user pages anyway. It would be swell if the person who added this design put it on their own user page and linked to that from here. --[[User:King of the Internet|King of the Internet]] 01:29, 9 August 2009 (UTC)&lt;br /&gt;
:Agreed, needs some simple diagram(s) (not over-specific, easily understood/modified to suit individual needs), but also needs to be 1) [[Character_table|standard notation]], and 2) on this page.  If it's on a user page, other users really can't edit it if needed (for instance, to standardize the map symbols - the wall, specifically). --[[User:Albedo|Albedo]] 18:07, 9 August 2009 (UTC)&lt;br /&gt;
:Edit - upon reflection, there's every reason to give this topic its own page. [[Obsidian farming]]. --[[User:Albedo|Albedo]] 19:53, 9 August 2009 (UTC)&lt;br /&gt;
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== Lava ==&lt;br /&gt;
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 Lava is the same substance, but this name for the material is seen less often seen. &amp;lt;br /&amp;gt;It seems to be the result of a 1/7 magma flow onto floor tiles, before it evaporates.{{verify}}&lt;br /&gt;
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 Magma that occurs [[Tile attributes|above ground]] is referred to as '''Lava'''.&lt;br /&gt;
Nope, sorry - I may not have the whole definition, but your limits are just wrong. I noticed &amp;quot;lava&amp;quot; underground while piercing an aquifer. It had been pumped down from the surface, but it was then underground, and had overflow from making obsidian on water onto a floor tile - and none of the other magma doing the work was &amp;quot;lava&amp;quot;, it was all &amp;quot;magma&amp;quot;.  So was every bit of the magma vent that was exposed. So... I don't know where that leaves us, but for now neither may be (completely) right.--[[User:Albedo|Albedo]] 05:55, 28 September 2009 (UTC)&lt;br /&gt;
*I've got an above-ground magma pipeline that briefly passes through an underground passage - it becomes Lava once it goes above ground, turns ''back'' into Magma once it enters the subterranean tunnel, then becomes lava again when it emerges. --[[User:Quietust|Quietust]] 23:30, 28 September 2009 (UTC)&lt;br /&gt;
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== Magma &amp;quot;teleportation&amp;quot; ==&lt;br /&gt;
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I've observed this an incredibly annoying number of times; as I'm writing, my current fortress just lost two mason-engravers to magma magically appearing on top of them. In all cases, this has happened when I'm digging near the magma pipe; the first was on a glacier which had a &amp;quot;capped&amp;quot; pipe, so it was covered by obsidian. I became aware of this a little more quickly than I'd like - after a short while I noticed that the small area I'd dug out (just above the magma) for forges had filled up with small amounts of magma, and continued to do so. After that, I noticed that the garbage pit I'd dug out had begun to harbor magma, and so sealed it off. And now, in my current fortress, construction of a (fully iron) screw pump is barely grinding along because the magma respawns and I have to wait for it to &amp;quot;evaporate&amp;quot; before I can continue. Considering how it's about 150 tiles away from my stockpiles, work is moving slowly, and it's requiring an obscene amount of power (and wood) just to build the infrastructure to deliver power to the pump in the first place so that it can start pumping magma through the 5 or so z-levels ahead of it. I can't have somebody power it themselves unless I'm in the mood for barbecue (and don't mind any more casualties on my end). This is kind of getting on my nerves, because I can't expand into using magma-powered workshops until that one pump is actually delivering magma to the reservoir I designed for that purpose, and even after that, there are about 7 more floors to go until it reaches the workshops.&amp;lt;br&amp;gt;&lt;br /&gt;
TL;DR: Magma is refilling where it shouldn't, and it's getting '''extremely''' [[Fun|annoying]]. Suggestions? I have an [[aquifer]] of unknown depth surrounding the source, so I can't take the direct route. (I found out by trying to, it wasn't pleasant.) ~ [[User:Midna|Midna]] 00:17, 28 January 2010 (UTC)&lt;br /&gt;
:If the pump's input tile has a &amp;quot;Magma Flow&amp;quot; directly beneath it (i.e. no obsidian walls obstructing the path) and said pump is not at the very top of the magma pipe, then the magma pipe is simply refilling into that tile. --[[User:Quietust|Quietust]] 00:41, 28 January 2010 (UTC)&lt;br /&gt;
::Seen it mentioned on the forums that the magma pipe refills by spawning magma at the TOP of the pipe, rather than from the bottom or whatever level the magma's at. Probably should be added to the article. --Gelmax&lt;br /&gt;
:::No, since that's wrong - the magma spawns at the '''surface''' of the magma, not the top of the pipe. --[[User:Quietust|Quietust]] 20:46, 30 January 2010 (UTC)&lt;br /&gt;
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== Vs. Windows?? ==&lt;br /&gt;
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I know walls are impervious to magma, but I was going to drain down some of my magma pipe, and wanted happiness from the fall, without much danger.  So, I put up a gm window.  Let's see what happens.--Aescula (not logged in ATM)&lt;br /&gt;
:Magma never forms mist unless it is caught in a cave-in. And, as far as I know, it does not cause the happy thoughts. --[[User:Iban|Iban]] 22:51, 30 January 2010 (UTC)&lt;br /&gt;
::Your dwarves need to have physical contact with mist to be made happy. And magma mist causes swift, hot death. --[[Special:Contributions/86.6.124.113|86.6.124.113]] 23:47, 2 February 2010 (UTC)&lt;br /&gt;
::I don't think a gem window would melt anyway; gems are, if I recall correctly, generally impervious to magma. Even if that weren't the case, constructed windows can't really be &amp;quot;submerged&amp;quot; in magma, and so shouldn't melt.... ~ [[User:Midna|Midna]] 02:33, 3 February 2010 (UTC)&lt;br /&gt;
:::Last I checked, magma was more than capable of melting rough gems (an earlier fort has an invisible glob of molten gray chalcedony in Z-Stocks from bug 000525/000595/000641). --[[User:Quietust|Quietust]] 05:17, 3 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=73149</id>
		<title>40d Talk:Glacier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glacier&amp;diff=73149"/>
		<updated>2010-03-15T08:58:56Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Mining a Glacier */&lt;/p&gt;
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&lt;div&gt;No animals at all, what about polar bears? I'm thinking about starting up an Inuit fortress soon, any tips for glacier would be appreciated.&lt;br /&gt;
::I've seen animals on a glacier, don't worry. But you'd be well advised to bring a couple dozen dogs anyway, they ARE rare, and usually bad-tempered.--[[User:Zombiejustice|Zombiejustice]] 14:05, 3 August 2008 (EDT)&lt;br /&gt;
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Also there are plenty of stones and ores, glaciers are quite ore rich.&lt;br /&gt;
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Do rivers in glacier zones ever melt? Just curious... [[User:Xaque|Xaque]] 22:25, 13 August 2008 (EDT)&lt;br /&gt;
:I think glaciers are, by definition freeing. So, nope. --[[User:Simmura McCrea|Simmura McCrea]] 08:42, 13 December 2008 (EST)&lt;br /&gt;
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== melting ice/farming ==&lt;br /&gt;
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Can someone discuss how to get an underground farm set up on a glacier?--[[User:Jpwrunyan|Jpwrunyan]] 07:07, 9 April 2009 (UTC)&lt;br /&gt;
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== Mining a Glacier ==&lt;br /&gt;
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I recently started a new fort on a glacier and started to dig down using up/down stairs for the central column for my fort.  I designated all the stairs first, and then let my miners loose on them.  The composition of the ground was several layers of ice overtop of layers of rock, the first of which was an aquifer layer.  The dwarves mined the up/down stairways fine until the hit the rock.  Let me see if I can explain this properly.&lt;br /&gt;
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All the levels of ice, except the one right above the rock/aquifer, ended up with up/down stairs.  The layer of ice that was right before the rock ended up with just down stairs, not up/down ones, but my dwarves were not stuck on that level.  Nor could they continue their mining because they could no longer reach the level as the continuous stairway now had a break in it.  Because dwarves digging down in such a manner mine the up/down stair from above, my best guess as to what happened was that the up part of the stairs melted (though there was no evidence to suggest this).  I subsequently dug ramps all around the stairwell but these did not melt.  They also did not provide access to the above level due to the finicky nature of ramps.  However, in the process my miners did get stuck on the bottom level and were able to build up stairs from some nearby ice they had mined out and thereby escape.&lt;br /&gt;
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It seems as though the melting of anything ice from being indoors and underground isn’t completely true.  The stairs were all labeled as both inside and underground.  However, as soon as I broke the surface of the last level of ice with the up/down stairs, the ice up/down stairs were replaced with rock down stairs.  I would surmise that the melting of constructed objects only occurs at levels that are not ice levels.  So, if you carved out your fort from ice you would be able to build ice constructions like walls inside, as long as it was on an ice level.&lt;br /&gt;
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This really needs more testing.  I was using version 40d16. --[[User:Frewfrux|Frewfrux]] 17:05, 2 December 2009 (UTC)&lt;br /&gt;
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:The above was done with ice ontop of a rock layer that was an aquifer.  I've recently tried with a non-aquifer layer of rock and the same thing happened except I didn't end up with the down-stairs.  I will continue to test soon and will update the main glacier page with the results.  --[[User:Frewfrux|Frewfrux]] 20:49, 4 December 2009 (UTC)&lt;br /&gt;
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::Quietust: Amazing discovery about the soil!  (Is it when you build and deconstruct *any* construction, or just ice ones?)  This must be all the dirt in the glacier ice that escapes when an ice construction melts.  Yeah, that’s it.  It’s not a bug.&lt;br /&gt;
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::Your change mentions that “up stairs” will disappear.  Do you mean the up part of the up/down stairs, the entire up/down stairs, or a carved up stair itself?  I have only experienced this with up/down stairs myself, but haven’t actually tried with plain up stairs.  My theory is that anything carved from the lower level of the glacier that breaks the surface of the stone will instantly melt into thin air.  There are only two possibilities here, up/down stairs and down stairs.  (You can carve down stairs from a natural wall, right?  You don’t have to dig it out first?  For some reason I can’t recall.)  This would explain why carving ramps works, but if you were testing with plain up stairs, then my theory is no good. --[[User:Frewfrux|Frewfrux]] 00:24, 5 December 2009 (UTC)&lt;br /&gt;
:::The &amp;quot;soil&amp;quot; oddity is actually a known bug, and it happens with any process that alters the floor type (removing a construction, building a paved road, or ''designating'' a farm plot) &amp;quot;001058 □ [dwarf mode][jobs][constructions]    ([http://www.bay12games.com/forum/index.php?topic=29295.0 Report]) when a wall placed on stone is deconstructed on the lowest glacier level, you can get soil instead of stone&amp;quot;. --[[User:Quietust|Quietust]] 00:53, 5 December 2009 (UTC)&lt;br /&gt;
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::::I did some more testing and discovered that my theory was correct after all.  Up stairs work just fine, but both down and up/down disappear entirely.  I also tested out smoothing ice walls verses non-economic (Quartzite, in this case) and economic (Obsidian as I didn't have access to any flux at the time.  Here are the results:&lt;br /&gt;
&lt;br /&gt;
::::Each smoothing and engraving occurred three times after my bookkeeper got the records up to date and all food and drink was forbidden, all tasks stopped.  The stone detailer was of the lowest quality possible.&lt;br /&gt;
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::::Starting fortress wealth: 10296&lt;br /&gt;
&lt;br /&gt;
::::Wealth after three smoothings of Quartzite wall: 10300, 10304, and 10308&lt;br /&gt;
::::Wealth after three engravings of Quartzite wall: 10318, 10328, and 10338&lt;br /&gt;
::::Wealth after three smoothings of Obsidian wall: 10342, 10346, and 10350&lt;br /&gt;
::::Wealth after three engravings of Obsidian wall: 10360, 10370, and 10380&lt;br /&gt;
::::Wealth after three smoothings of Ice wall: 10388, 10396, and 10404&lt;br /&gt;
::::Wealth after three engravings of Ice wall: 10414, 10424, and 10434&lt;br /&gt;
&lt;br /&gt;
::::Fortress wealth was checked separately after each smoothing or engraving.  The result is that smoothing of any stone adds 4 to the value of the fortress (before adding quality mods) regardless of stone type, however the smoothing of Ice adds 8 to the value of a fortress.  Engravings always add 10 (again, prior to quality mods) regardless of wall material. --[[User:Frewfrux|Frewfrux]] 05:51, 5 December 2009 (UTC)&lt;br /&gt;
:::::Makes sense to me. Smooth ice is pretty. Also, I have one very small problem with the above; I am 95% certain that *smoothed* walls have no quality mods. Aside from that it all checks out. Now we just need to figure out how ~80 dwarves cram themselves into a crowded dining room and somehow not melt a hole in the floor with their body heat. --[[User:Mr Frog|Mr Frog]] 08:58, 15 March 2010 (UTC)&lt;br /&gt;
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== Animals from traders ==&lt;br /&gt;
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I just had my first caravan show up.  Initially I thought they didn't bring any creatures.  I bought the cages anyway and put them in the animal stockpile which was when I noticed that there was something in them.  A closer examination revealed a lot of them contained animal corpses.  Is this a normal behavior for glacier biomes?  Animals in cages from the traders have difficulty surviving the elements?  Or is this something unrelated?  --[[User:Frewfrux|Frewfrux]] 03:57, 7 December 2009 (UTC)&lt;br /&gt;
:This happens to me in my taiga fortress.  I'm not sure if there's some temperature at which (most) animals can't survive or if animals just take damage while being transported through a cold or freezing biome, but it seems to happen in colder regions.  Immigrant pets and animals you bring at embark seem to be unaffected.  --[[User:LaVacaMorada|LaVacaMorada]] 08:38, 7 December 2009 (UTC)&lt;br /&gt;
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== melting ice ==&lt;br /&gt;
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Frozen ice that is mined and which turns into &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;ice&amp;lt;/font&amp;gt; melts into water but this must not be confused with traditional &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;water&amp;lt;/font&amp;gt;.  Apparently mined ice acts like a stone with a very low melting point.  Natural water (for drinking and farming) is a completely separate entity that freezes into an ice tile which can be mined.  So anyway, this is hard to explain but drinkable water is like a raw rock tile with special rules and uses.  &amp;lt;font color=&amp;quot;cyan&amp;quot;&amp;gt;Ice&amp;lt;/font&amp;gt; is like the stone left over when you mine raw rock except it melts into useless puddles.  I have updated the page info accordingly.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 23:11, 1 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=64778</id>
		<title>40d Talk:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Eerie_glowing_pit&amp;diff=64778"/>
		<updated>2010-03-07T21:15:48Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* The Pit's Greatest Horror */&lt;/p&gt;
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&lt;div&gt;{{spoiler}}&lt;br /&gt;
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== The Demons ==&lt;br /&gt;
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How powerful ARE the demons now? I gather that a pit chamber will release piles of them, but how many and how nasty are they all? Wonder if adamantine is really worth it... though if you've planned it out, I suppose it might be. Wonder how many demons a legendary dwarf warrior wielding masterwork adamantine weapons and armor could take out by himself!&lt;br /&gt;
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:They're as nasty as they used to be. -- [[User:Zaratustra|Zaratustra]] 11:38, 20 November 2007 (EST)&lt;br /&gt;
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:I had repulsed the initial wave of 1 Daemon and 7 Spirits of Fire by 5 marksdwarves and 4 axedwarves. 2 marksdwarves and 2 axedwarves were Elite in full steel chain/plate, others - on their way to it. Lost all axedwarves and 1 marksdwarf in the process. A few seasons later I thought that there weren't much more daemons and breached the pits in a new spot. By that time I had 3 Champion marksdwarves in Fortress Guard (not controllable at all :( ), ~20 wardogs, 4 other marksdwarves, 2 of which - Elite and 4 axedwarves/hammerdwarves at about 'competent' each. All the civilians (90 of them) were drafted into military with some extra weapons and no armor including ~10 miners from Legendary to novice with picks. The aftermath in the units screen is 16 dead Spirits of Fire including 7 from the initial attack, 10 live and happy Spirits of Fire with '''very''' long names, probably some more Spirits of Fire in ambush/invisible to me state and 5 recruits resting and dehydratated in remote corners of my bedroom area. There were immence lags when my stockpiles cathed fire and it were heavily  lagging when I got there in adventure mode. --[[User:Another|Another]] 15:05, 20 November 2007 (EST)&lt;br /&gt;
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:I just recently breached a pit, only to result in my entire fortress virtually being annihilated, 109 military dwarves were killed, including a Hammerlord with a legendary adamantine hammer, a mortally wounded Legendary Captain of the Guard, and the daemons lost only 50 total. --[[User:Naze|Naze]] 23:19, 12 December 2007&lt;br /&gt;
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:I cleansed a demon pit that included exactly 30 fire spirits and a demon. I built a corridor to the chamber, filled it with spikes and chained them to a lever, with the pull lever/R action. It worked quite well despite the fact that my spikes were melt by the demons as they approached. They eventually had to go through a corridor where marksdwarves were stationned. They killed 5 marksdwarves, and some managed to enter my fortress undetected. I was VERY lucky because the fortress guard was useful! If you disable TEMPERATURE, they will be destroyed with no sweat. [[User:Bartavelle|Bartavelle]] 09:01, 11 January 2008 (EST)&lt;br /&gt;
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:If you re-site your barracks to just outside the pits, then your fortress guard will find themselves joining the front line... [[User:YayTheDwarves|YayTheDwarves]] 09:58, 11 January 2008 (EST)&lt;br /&gt;
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: from Lumpen on SomethingAwful: &amp;quot;Last night I cracked into the glowing pits and massacred the demons by filtering them through a massive maze of twisting fortifications through which my legendary siege operators unleashed a hail of over a hundred ballista arrows cranked out by 6 ballistae.&amp;quot; So, that could work. --[[User:Jellyfishgreen|Jellyfishgreen]] 12:19, 29 September 2008 (EDT)&lt;br /&gt;
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:I broke into the pitlast night, and beforeI could close it up, frog demons were across my cut of adamantine viens. I sent very little, but very strong people down there, as I only had about 39 dwarves :D. They killed them no sweat. They had abit trouble with a demon. There was only about 10 of the that came from the pit. I was quick to seal up where the whole where the demons came out of, yet my fortress still being able to get in.&lt;br /&gt;
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:Breached pits for the first time on accident. 50 dwarves crumbled in 3 minutes. Reclaimed with 70. All dead. 1 spirit of fire is still alive, 29 dead. Do not underestimate the pits. --[[Special:Contributions/173.73.166.152|173.73.166.152]] 05:06, 2 February 2010 (UTC)&lt;br /&gt;
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== Magma mini-pipes/vents? ==&lt;br /&gt;
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Are the magma bits considered unconnected, and thus will cool to obsidian, or are they in effect pipes/vents and will refill via the new code? --[[User:Nunix|Nunix]] 23:29, 26 February 2008 (EST)&lt;br /&gt;
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:there is no such thing as disconnected magma solidifying. that was added for some reason by someone to the wiki a long time ago but is incorrect. magma that is not connected anything will stay magma forever. the only way to turn it into obsidian is by adding water -[[User:Chariot|Chariot]] 05:15, 27 February 2008 (EST)&lt;br /&gt;
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::Although, to be fair, depth 1 magma will cool to, um... air or something.  At any rate, if you let it get to depth 1 it evaporates, much like water.  Except more frustrating, because it's very slow to begin with.--[[User:Doctorlucky|Doctorlucky]] 03:36, 20 March 2008 (EDT)&lt;br /&gt;
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:::Twas cooling in 2D. And what about refilling?--[[User:Dorten|Dorten]] 02:20, 4 June 2008 (EDT)&lt;br /&gt;
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::::What? Magma didn't ever cool in 2D, except for the special event that sometimes occurred on breaching the magma river.&lt;br /&gt;
::::ah, the magma river. The name brings back such memories...&lt;br /&gt;
::::--[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Rewalling/Flooring ==&lt;br /&gt;
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If you floor over the glowing pit rather as opposed to rewalling do the demons still spawn? [[User:Yvain|Yvain]] 18:18, 19 March 2008 (EDT)&lt;br /&gt;
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:No, reflooring still can release demons. Tested the hard way. [[User:Yvain|Yvain]] 23:31, 19 March 2008 (EDT)&lt;br /&gt;
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:Additionally, building walls over every glowing pit tile still releases demons. [[User:Yvain|Yvain]] 00:18, 20 March 2008 (EDT)&lt;br /&gt;
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== First encounter ==&lt;br /&gt;
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A creature I am developing, called the solen, was tested today using these. That is, demons. And the interesting thing is, fourteen have slaughtered--so far--about...&lt;br /&gt;
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20 tentacle demons, 5 daemons.&lt;br /&gt;
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Shall I upload pics of the room, its contents, and the glowing pit itself? Also I think this should be moved to ''Eerie Glowing Pit'', as that's what it really is. ~ [[User:Midna|Midna]] 17:21, 15 May 2008 (EDT)&lt;br /&gt;
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:I like the move idea. --[[User:Savok|Savok]] 11:10, 4 June 2008 (EDT)&lt;br /&gt;
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== Captives ==&lt;br /&gt;
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what happens if you free the captives in a glowing pit after surviving the demon onslaught? --[[User:0todd0|0todd0]] 02:08, 4 June 2008 (EDT)&lt;br /&gt;
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:dunno, think they just go around babbling or somesuch :\ --[[User:Frostedfire|Frostedfire]] 04:32, 4 June 2008 (EDT)&lt;br /&gt;
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::They are all insane, mostly melancholy.  If you unhook them, they just act like melancholy dwarves and wander around or throw themselves in the pit.  Poor guys :(  --[[User:Dadamh|Dadamh]] 13:28, 4 June 2008 (EDT)&lt;br /&gt;
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== Unchained humanoids? ==&lt;br /&gt;
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The article talks about caged/chained humanoids.&lt;br /&gt;
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Well, I have so far breached two pits. One had a floor of caged humanoids. That was the most recent one, which I breached carefully (and with cheating).&lt;br /&gt;
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The first one, I breached with stairs (which was dumb, because they couldn't be stopped at that point by rewalling). Inside the chamber there were at least 40 '''unchained''' melancholy/crazy humanoids. They immediately started trying to flee, along with the demons. The initial wave of &amp;quot;refugees&amp;quot; lagged my fortress to the pits and back. They were free to begin with.&lt;br /&gt;
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has this happened to anyone else?&lt;br /&gt;
[[User:Logical2u|Logical2u]] 11:35, 16 June 2008 (EDT)&lt;br /&gt;
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:: Well, I breached my first pit ever last night.  Thing was 4 stories, connected by stairs all the way to the lowest Z-Axis level.  3 floors FULL of Elves and Humans caged/chained.  My Fortress pretty much lagged up into infinity at that point.  It's gotten a little better, but it's still pretty bad.  I appreciate the asthetic value, but good lord I hope Toady changes some of this in the future.  Either let SOME of the Humans and Elves vamoose back to wherever they initially came from (I bet it's a funny story how they ended up in a glowing pit being tortured by unimaginable horrors from the deep....), or make a good point out of them trying to get a 10/10 on their headfirst dive into magma.  [[User:Archaeologist|Archaeologist]] 00:53, 28 September 2008 (EDT)&lt;br /&gt;
:::They've been driven to insanity and care about nothing anymore. --[[User:GreyMario|GreyMaria]] 01:28, 28 September 2008 (EDT)&lt;br /&gt;
:::: So how do we get rid of the little lag monsters?  Wait, nevermind, the sudden wave of tentacle monsters killing EVERYTHING seems to have been more than adequate.  [[User:Archaeologist|Archaeologist]] 02:43, 28 September 2008 (EDT)&lt;br /&gt;
::::: Well, my tentacle demons killed nothing (apart some marksdwarves), and I still got '''104''' (not kidding, there's more than 5 pages of them in the &amp;quot;u&amp;quot; menu) elves, dwarves and humans babbling around. How am I supposed to kill them all ? Most of them are still in the chamber, and because of the adamantine veins I can't force myself to flood it with magma, create a cave in or something like that. It will be fairly complicated to kill them with the dwarven atom smasher too... Do you have any ideas ? [[User:Timst|Timst]] 15:18, 13 April 2009 (UTC)&lt;br /&gt;
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::::::[[Ballista]]e --[[User:LegacyCWAL|LegacyCWAL]] 15:34, 13 April 2009 (UTC)&lt;br /&gt;
::::::Time. Leave it a season and they'll all starve or die of thirst. [[User:Aosher|Aosher]] 09:11, 14 April 2009 (UTC)&lt;br /&gt;
:::::::Oh, they can do that ? Even if it's, err, NPC ? The merchants never die of thirst or starve, for instance. Anyway, it's &amp;quot;great&amp;quot;. :) [[User:Timst|Timst]] 09:30, 14 April 2009 (UTC)&lt;br /&gt;
::::::::They can do that! Don't know about diplomats etc, but the chained humanoids - i.e. anything labelled &amp;quot;From the Deep&amp;quot; in the {{K|u}} menu - can definitely starve, as of 40d. [[User:Aosher|Aosher]] 19:31, 14 April 2009 (UTC)&lt;br /&gt;
::::::::Confirmed. Refugees are physically unharmed but all insane and wearing nothing but filth, blood, and stains. My refugees all died about two months later, all on the same week, except the caged ones. Evidently insanity means forgetting to drink when you're thirsty. The tortured dwarves were laid to rest with proper dwarf coffins by my citizens. The elves...were added to the bonepile. --[[User:Jellyfishgreen|Jellyfishgreen]] 20:25, 30 May 2009 (UTC)&lt;br /&gt;
:::::::::I did a few tests and it seems that only tentacle demon pits contain prisoners on every level (along with the depraved engravings and filth, slime, and unknown substances) - frog demon and SoF pits only contain prisoners on the lowest level. --[[User:Quietust|Quietust]] 15:06, 30 September 2009 (UTC)&lt;br /&gt;
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== Water? ==&lt;br /&gt;
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Anybody know if pumping the glowing pit full of water will affect the demons? I've started a fortress to try it out, but it's slow going(I'm really more of a modder as DF goes).&lt;br /&gt;
*Demon leaders, frog demons, and tentacle demons can all swim, and spirits of fire are so hot that they'll boil the water from several tiles away, so flooding the pit is all but useless (aside from possibly drowning the chained prisoners). --[[User:Quietust|Quietust]] 13:22, 24 September 2009 (UTC)&lt;br /&gt;
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== [[Sphere]]s ==&lt;br /&gt;
A bit of research has revealed that the actual contents of each level of the glowing pit are determined by the [SPHERE] tags on the [[Demon]] entity (bottom level only) and on the Tentacle Demon/Frog Demon/Spirit of Fire entities (all other levels):&lt;br /&gt;
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* [SPHERE:FIRE] - ashes + charcoal, pools of magma&lt;br /&gt;
* [SPHERE:WATER] - pools of water&lt;br /&gt;
* [SPHERE:MUCK] - muddy floors, vermin&lt;br /&gt;
* [SPHERE:DEPRAVITY] - engravings of depraved acts, general filth&lt;br /&gt;
* [SPHERE:THRALLDOM] - unchained prisoners&lt;br /&gt;
* [SPHERE:TORTURE] - caged and chained prisoners, corpses + body parts + chunks + meat + skins on pikes/in cages/on floor, pools of blood&lt;br /&gt;
* [SPHERE:DEATH] - engravings of death and suffering, bones, bone meal, skulls on pikes&lt;br /&gt;
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It's very much possible to combine these spheres in other ways for interesting results - for example, giving a demon both FIRE and WATER spheres will give their pit levels pools of both water '''and''' magma. --[[User:Quietust|Quietust]] 20:44, 5 October 2009 (UTC)&lt;br /&gt;
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== Demon Count ==&lt;br /&gt;
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In my first fortress to uncover HFS, I got 1 red demon and 20 spirits of fire, while in my current fortress I got 1 red demon and 30 spirits of fire. Trying to figure out exactly what determined the demon count, I took a closer look at the two and discovered that while my current fortress had 3 floors worth of charcoal and ashes above the &amp;quot;torture pit&amp;quot;, my last fortress had only 2 such floors - thus, it would appear that each &amp;quot;minion&amp;quot; floor contains ten minion-type demons (or simply causes 10 to be spawned within the entire region the instant the chamber is breached). --[[User:Quietust|Quietust]] 17:52, 7 October 2009 (UTC)&lt;br /&gt;
:Further tests (using Dwarf Companion to remove them all from ambush mode) shows that each level does indeed contain exactly 10 demons, and the bottom floor contains only the red Demon. --[[User:Quietust|Quietust]] 14:50, 23 November 2009 (UTC)&lt;br /&gt;
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==Spawning?==&lt;br /&gt;
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Do glowing pits spawn demons? or do they just contain them?--[[User:Drunken dwarf|Drunken dwarf]] 23:32, 16 October 2009 (UTC)&lt;br /&gt;
:Open one and find out =) --[[User:Squirrelloid|Squirrelloid]] 00:00, 17 October 2009 (UTC)&lt;br /&gt;
::In other words, no, they do not spawn demons. All of the fun is there the instant you open it, and once they're '''all''' dead, you're perfectly safe. Back in the 2D version, it may have been different. --[[User:Quietust|Quietust]] 00:48, 17 October 2009 (UTC)&lt;br /&gt;
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== Please clarify (article is mistaken, there can easily be more than one pit per region) ==&lt;br /&gt;
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Ok, if by region you mean the area occupied by the &amp;quot;region&amp;quot; display in the embark screen, this is definately false.  I have confirmed it with the site finder.  I think probably the word &amp;quot;region&amp;quot; in this article must be refering to something else.  Could the author please clarify?--[[User:Jpwrunyan|Jpwrunyan]] 14:39, 17 October 2009 (UTC)&lt;br /&gt;
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== Spoiler ==&lt;br /&gt;
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Why is this considered a massive spoiler for this game..? {{unsigned|97.89.42.171}}&lt;br /&gt;
:Perhaps thinking about that question a bit more would help you find an answer? ~ [[User:Midna|Midna]] 11:05, 2 January 2010 (UTC)&lt;br /&gt;
:: Nope. I've thought it through, and it seems like another feature to me, albeit a very dangerous one (this is why I asked)&lt;br /&gt;
::: It's intended (by the author) to be a surprise for new players, so let's leave it at that. --[[User:Quietust|Quietust]] 18:31, 3 January 2010 (UTC)&lt;br /&gt;
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== Pre-killed Demon? ==&lt;br /&gt;
Hey yall... I'm relatively new to DF, and I just breached my first Pit. Aside from lagging me to a deeper hell than the Demon's home, when I checked my unit list, I noticed this entry: &amp;lt;br /&amp;gt;&amp;quot;Rash Gedorilir, Demon ----- Deceased&amp;quot;&amp;lt;br /&amp;gt;I don't recall killing him (considering I ordered all my nearby dwarves to run to a safe point and they're still doing that as I write this, I would recall it) and there are no visible lesser demons. From the look of things, I have a SoF pit, charcoal and ash. There are the prisoners, but where are the guards and why is this all glitchy?&amp;lt;br /&amp;gt;Possible answer: I've reclaimed this fortress many times (I'm new, give me a break) and that's caused some other weird glitches (like a couple hundred enemies in my underground river)... any ideas? --[[User:Waladil|Waladil]] 19:01, 3 January 2010 (UTC)&lt;br /&gt;
:If the upper levels were filled with charcoal and ashes, you indeed have [[spirit of fire|spirits of fire]], which would explain why the Demon is already dead - being ridiculously hot (enough to melt Steel and even Bauxite), they have a tendency to set the Demon on fire and kill it before it ever reveals itself to you. --[[User:Quietust|Quietust]] 19:08, 3 January 2010 (UTC)&lt;br /&gt;
::Ah, I see. I also found out why the lesser demons had never revealed themselves; I had never found one. I let a dwarf go down there to clean up (the prisoners, I guess) and he stumbled onto one. The rest are probably there and hiding. At least I'm well-enough sealed off that I'll lose 2 dwarves, tops (the cleaner and the guy who finished the wall holding them back). Still lagged out, though. I've made about 2 &amp;quot;days&amp;quot; in this past hour, probably less. --[[User:Waladil|Waladil]] 19:57, 3 January 2010 (UTC)&lt;br /&gt;
:::Scratch the lag, too. I think there might be a glitch in the code for concealment; I was having less lag when the demons were busy slaughtering my cleaner than when they were just lurking. --[[User:Waladil|Waladil]] 20:00, 3 January 2010 (UTC)&lt;br /&gt;
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== About the Pit ==&lt;br /&gt;
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#Can the glowing pit be used as a chasm for dumping objects?&lt;br /&gt;
#Can you know if your map contains an EGP without excavating the entire map if you did not have the ini set to reveal such things to you?&lt;br /&gt;
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--[[User:Iban|Iban]] 04:28, 18 January 2010 (UTC)&lt;br /&gt;
:Try using reveal.exe then just using ctrl-shift-esc to bring up DF and forcibly crash it so it doesn't save the revealed fortress. Alternately you can just back up your save beforehand.[[Special:Contributions/98.244.20.155|98.244.20.155]] 17:22, 1 February 2010 (UTC)&lt;br /&gt;
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:Visual Fortress (Utilities page) has a feature for revealing hidden tiles. The glowing pits are pretty obvious, they have large veins coming out and if you look from underneath the map you will see black (the actual pits themselves).&lt;br /&gt;
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== Number of Creatures in HFS ==&lt;br /&gt;
I just encountered my first HFS chamber, and there are *95* humans, elves, and dwarves in there, variously among cages and wandering about. Is this amount of creatures normal? -- DwarfAI&lt;br /&gt;
:If your pit is inhabited by [[tentacle demon]]s, I'd say that's perfectly normal. --[[User:Quietust|Quietust]] 13:38, 19 February 2010 (UTC)&lt;br /&gt;
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== High pit ==&lt;br /&gt;
&lt;br /&gt;
I just (semi-accidentally) breached a pit, and there was an anomaly that seems to rate mention. As the article mentions, there can be &amp;quot;some&amp;quot; levels of just chasm, no adamant or anything. This one had six. The top level (the one I breached) was nine levels above the bottom of the map. I got off really lucky, because it's a SoF pit and I managed to pull both my legendary miners and some random haulers out and seal the area, losing only one dwarf and one cat. No casualties on their side yet though. --[[User:Waladil|Waladil]] 17:29, 21 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The Pit's Greatest Horror ==&lt;br /&gt;
&lt;br /&gt;
I recently just stumbled into the eerily glowing pit, and as is to be expected my dwarves started dying, but soon after opening up the depths something else died as well - my FPS. Suddenly the is updating at a mere frame every 10 seconds and it becomes incredibly tedious to do anything. My game runs fine at every other time, it may slow down when I have a massive amount of dwarves and animals around but it has never been THIS bad. &lt;br /&gt;
&lt;br /&gt;
Well, I abandoned the fort, hoping to come back as an adventurer mode to loot what was left. But there is a problem - the moment I enter the site again the same happens, I press a button to move and I don't do it until at least half a minute later. All the fighting between the demons and merchants (who happened to be on site when I opened the pit) is over, so I'm thinking the slow down is due to all the depressed elves, humans, and dwarves trying to kill themselves near the fort.&lt;br /&gt;
&lt;br /&gt;
My question is simple...can I ever make the site &amp;quot;normal&amp;quot; again? [[Special:Contributions/71.23.170.109|71.23.170.109]] 21:01, 5 March 2010 (UTC)&lt;br /&gt;
:Not without revealing and killing all of the demons inside, as well as any prisoners. Out of curiosity, what kind of demons were they? --[[User:Quietust|Quietust]] 00:14, 6 March 2010 (UTC)&lt;br /&gt;
::They are tentacle demons, is there some sort of odd game-slowing property those have that others don't? [[Special:Contributions/98.206.10.80|98.206.10.80]] 00:02, 7 March 2010 (UTC)&lt;br /&gt;
:::Yes - when you get tentacle demons, you also end up with upwards of ''one hundred'' '''unrestrained''' insane humans, dwarves, and elves running out of the pit and into your fortress. Spirits of fire cause their own sort of lag from the immense amount of heat they give off, and frog demons don't really do much at all. --[[User:Quietust|Quietust]] 00:08, 7 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::: Come to think of it, according to Quietust's post regarding the spheres, deleting the demons' [SPHERE:THRALLDOM] and [SPHERE:TORTURE] tags should prevent the little lag monsters from spawning, though perhaps also ruin the atmosphere somewhat. (71.23's fort is pretty much cooked, though.) Is this worth mentioning in the article? --[[User:Mr Frog|Mr Frog]] 21:15, 7 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=64696</id>
		<title>40d Talk:Hydra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hydra&amp;diff=64696"/>
		<updated>2010-03-06T05:10:56Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Decapitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Even though hydras have seven heads I have only gotten one skull from butchering them, not seven.  Someone please confirm this.  [[User:Bouchart|Bouchart]] 18:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirm.  The game code for skull dropping doesn't support multiple heads. --[[User:Karlito|Karlito]] 01:28, 26 November 2007 (EST)&lt;br /&gt;
:Uou can, however, accidentally cut several heads of it's body. Then each head will give you a skull, after it rot.--[[User:Dorten|Dorten]] 23:23, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
For a &amp;quot;Megabeast&amp;quot; I expected an epic battle, instead it chased a bunch of random haulers around for a bit (without catching any of them) and was killed by a single weapon trap with 5 green glass discs. Apparently the first triggering knocked the Hydra out without really wounding it and it continued to fire until I had a lovely Hydra tartare. Is this typically anti-climatic? [[User:HeWhoIsPale|HeWhoIsPale]] 08:51, 29 August 2008 (EDT)&lt;br /&gt;
:Megabeast attacks tend to either be complete disaster or a footnote, depending on how well you're prepared.  It's rarely something in between.  Bronze Collossi tend to be the 'disaster' route, though.  You can, at your discretion, mod Hydras and Dragons to be a lot tougher by putting scales on them in the raws, so your dwarves have to mangle up an entire layer of scales before they can harm the megabeast at all.  Cage traps make basically every megabeast attack a footnote, so if you want epic struggles, don't use them. --[[User:ThunderClaw|ThunderClaw]] 12:02, 3 November 2008 (EST)&lt;br /&gt;
::Or give 'em [[Creature_tokens#T|[TRAPAVOID]]].--[[User:Maximus|Maximus]] 13:19, 3 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
During a siege I had a hydra attack and 4 hammer goblins killed it within the first second of meetiing it without any causualties then they turned around and massacred my army. It was very anti-climatic and fortress ending.--[[User:Cerol The Elf Hunter|Cerol The Elf Hunter]] 14:05, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Decapitation==&lt;br /&gt;
The article states that you only need to cut off one of the hydra's 7 heads in order to kill it, but a recently added screenshot shows a '''living''' hydra which has had several of its heads lopped off. Does beheading actually cause instant death on hydras, or does it just cause them to bleed to death (or just instantly give in to pain)? --[[User:Quietust|Quietust]] 20:30, 22 January 2010 (UTC)&lt;br /&gt;
:Hello, I added the screenshot. Decapitation is not necessarily an &amp;quot;instant-kill&amp;quot; with a Hydra as it is with most species. Hydras will die from it (unless modified for no bleed or something, don't know exactly), but not &amp;quot;because it lost a head&amp;quot;, rather because it bleeds out very fast or because it falls unconscious and gets killed with a simple blow. The Hydra pictured died very quickly after it lost its heads, usually if a killing blow is landed death takes effect the same frame as the blow, so there is no way to check for injuries. --[[User:Overspeculated|Overspeculated]] 10:46, 23 January 2010 (UTC)&lt;br /&gt;
::I think this actually makes the Hydra even more hilarious. [http://tvtropes.org/pmwiki/pmwiki.php/Main/RequiredSecondaryPowers Required Secondary Powers] much? ...Come to think of it, modding it to prevent bleeding might just make it a bit more threatening. Or maybe just cruelly prolong its life so it can feel the excruciating pain of having 3 of its heads removed. ...Hmmm... --[[User:Mr Frog|Mr Frog]] 05:10, 6 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=60764</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=60764"/>
		<updated>2010-01-10T11:41:48Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Siege engine parts as a trade good? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Minimum Shooting Range ==&lt;br /&gt;
&lt;br /&gt;
I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
&lt;br /&gt;
I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fear Threshold ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've been experimenting a bit with different distances. According to the wiki the distance should be more than '''5''' spaces, and in some cases even '''10''' (for trolls). To begin with I dug a '''7''' spaces wide channel between the operators and the enemy, it was a failure. The operators ran away. I then proceeded to widen the channel to '''13''' spaces, which brought up the distance to '''15''' when you include the front of the ballista and the fortification. It also seemed to be slightly too close, they got off one shot but then ran away. While the enemy was at the minimum range on this distance the operators would at least come back to attempt a reload, but then promptly run again.&lt;br /&gt;
:I think a distance of about '''20''' should be good, will continue my experiments and report the results! --[[User:Liqum|Liqum]] 09:03, 26 January 2009 (EST)&lt;br /&gt;
:: I'm trying something similar, a ballista and fortification peering into an underground 1-tile-wide U-bend entry tunnel. The 9 squares between the fortification and the nearest staircase are channeled out; the staircase leads to the surface (ie greater minimum distance from ballista operator). I can verify a few lousy ballista shots can be recovered because they fell undamaged into the channel (glancing blow to side wall?). Also reduced the &amp;quot;cancelled due to goblin&amp;quot; messages. But I got at least one &amp;quot;cancelled&amp;quot; message from the ballista operator feeling too close to goblins, so not perfect yet (and no ballista kills - cheap ballista parts!) --[[User:Jellyfishgreen|Jellyfishgreen]] 10:27, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ballista's not so deadly. ==&lt;br /&gt;
&lt;br /&gt;
it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;br /&gt;
&lt;br /&gt;
:I can confirm this. I blew off a couple of wooden ballista arrows (no metal tip) into a horde of goblins. Each arrow may have pierced about 2-4 goblins each and then vanished. The goblins died almost instantly however. --[[User:Liqum|Liqum]] 09:06, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Agreed. I fired a ballista at one of my nobles, and got what could be called a &amp;quot;glancing blow&amp;quot;. All that he received was a moderately injured right hand. Either that or he's got some sort of magic shield, which I'd rather not consider. [[User:Mythsage|Mythsage]]&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Whaaat.&lt;br /&gt;
&lt;br /&gt;
Okay, presumably I've broken something with my irresponsible modifications and I shouldn't be able to queue jobs making ballista parts out of adamantine from the job manager, particularly since the only options are wood and adamantine as opposed to, say, steel. Just to check, though, has anyone else managed to make siege engine components out of non-wooden materials? &amp;lt;sub&amp;gt;Should probably post things like this on the forum, come to think about it...&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 13:48, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Already mentioned, in fact. By yours truly, or rather I took a screenshot of the phenomenon. It seems you can make adamantine '''siege engine''' parts only if you have adamantine logs. This is a bug in the siege engine making system, &amp;lt;s&amp;gt;and may already be in the buglist. Someone should check.&amp;lt;/s&amp;gt; Not there. --[[User:GreyMario|GreyMaria]] 13:54, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Presumably this is something to do with the fact that in the matgloss_metal file adamantine appears to have tags that make it a valid material for producing almost anything and everything; the job manager thinks it's a valid option and doesn't check if it's physically possible to have logs made of adamantine (which is probably possible with a bit of smelter-haxxing). Adamantine trees, anyone?--[[User:Quil|Quil]] 16:00, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Can catapults be used effectively from a tower? ==&lt;br /&gt;
&lt;br /&gt;
I haven't had a chance to test this yet, but, could I build a tower safely overlooking my fotress entrance and then effectively hit invaders on a lower Z-level when they approach the entrance?  If so, this seems a like a good way to resolve the problem of civilian siege operators fleeing from enemy soldiers...&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 18:39, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No.  Siege weapons fire in a straight horizontal line to the end of their range, and then fall to the ground (unless interrupted by a solid object).  Thus raising their elevation means they'll fire over the enemy unless you happen to get really lucky and drop a stone on them at the end of the range, ie, not likely, and certainly not for sustained fire. --[[User:Squirrelloid|Squirrelloid]] 20:32, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks for clarifying that.  The docuentation here indicates strongly what you said it but it's a bit counter-intuitive (especially since there is a *sort* of falling mechanic).  I may go ahead and put them on towers anyway though just for practice and stone disposal. :-)--[[User:Jpwrunyan|Jpwrunyan]] 18:23, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Actually I did that. I put them on towers.. recently during a siege they didn't do anything at all. The siege operators were just picking their noses.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::It is a great way to train them though and hauling back the rocks from across the map keeps the peasants busy. Just that I noticed one of my catapults, for some strange reason (built on a 3x3 tile platform) has a very short range when shooting over the staircase leading up to it. I can't imagine why this is, just that catapults MAY malfunction and any dwarves below the practice towers might get it. It's not a huge risk but it's worth considering. --[[User:Aspgren|Aspgren]] 06:07, 7 Feb 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
== Consolidation/Duplication - Siege Engine &amp;amp; Fortress Defense page ==&lt;br /&gt;
&lt;br /&gt;
Much of the same info is on both pages, this one and [[Fortress defense]].  The FD page had ~much~ better graphics, so I copied that under &amp;quot;siege battery&amp;quot; sub-section on this page.  What is policy re what goes where? Does &amp;quot;strategy &amp;amp; tactics&amp;quot; belong here, or there?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Does anyone know the max and effective ranges for ballistae and catapults? Anyone know ~exactly~ what the &amp;quot;frightened&amp;quot; range is for civilians?  Numbers like that should be included, but they seem to be in some debate, and possibly have changed over versions (or with diff enemies, trolls vs wamblers, etc?)--[[User:Albedo|Albedo]] 22:19, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone collection and z-levels ==&lt;br /&gt;
&lt;br /&gt;
I'm using a catapult to destroy excess stone, for the sake of tidier floors. I have one set on repeat in my queen's bedroom. (&amp;quot;She slept uneasily due to noise recently.&amp;quot;) But here's the interesting bit: the nearby stone is gathered and fired, as you would expect, but also the stone on nearby z-levels is considered nearby. For instance, stones 2 z-levels up are considered closer, and fired first, than stones lying 4 tiles away, even when it's a long walk out to the staircase and up to that z-level. And no, stone wasn't restricted or forbidden. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:37, 4 June 2009 (UTC)&lt;br /&gt;
:Hmm, thats an interesting concept.  Perhaps thats why my operators go to such lengths?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:26, 21 July 2009 (UTC)&lt;br /&gt;
::It's known that determining the &amp;quot;nearest object&amp;quot; doesn't use pathing logic, but a direct, 3-D cube.  So if two adjacent z-levels have no easy access between them, a crafts-dwarf might travel the long way around to get the material immediately above/below their workshop - or, here, for the &amp;quot;nearest stone&amp;quot; for their catapult.  Stupid and dwarfy.--[[User:Albedo|Albedo]] 20:03, 21 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone types preferred by catapults ==&lt;br /&gt;
&lt;br /&gt;
Is there any info on which stone types ar eused by catapults? If I make a stone forbidden (red) from the stones menu, will it be ignored by catapult operators? Should I be worried when placing catapults near ore/important stone piles?--[[User:Ar-Pharazon|Ar-Pharazon]] 14:42, 8 August 2009 (UTC)&lt;br /&gt;
:I believe they use whatever is nearest - and that's in 3 dimensions, and as the crow flies (rather than actual [[path]] that the dwarf has to follow).  3-D grows as a cube, so often you'll find some far-away stones being dragged over.  Best to create a [[dump]] and feed useless stone to your Siege Operator trainees.--[[User:Albedo|Albedo]] 17:50, 9 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some range testing ==&lt;br /&gt;
&lt;br /&gt;
I set up a catapult range to smack around some goblin captives. The article suggests catapults can fire 100 squares so I set up a firing range of 94 squares from the center of the catapult to the goblin spearman. Part quality was low (normal). Operator skill ranged from no-name to proficient. This was on OSX 40d16.&lt;br /&gt;
&lt;br /&gt;
I noticed an odd behavior; originally there did not seem to be a maximum range for the catapult. One rock even sailed all the way down the range (but missed the gobbo). When Summer arrived, I happened to be looking at the catapult range; all the broken rock debris disappeared.&lt;br /&gt;
&lt;br /&gt;
After that, however, I noticed that none of the shots were getting close to the end of the range, and the rock debris seemed to be centered in one area that strongly suggested the range of the catapults was now exactly 38-48 squares.&lt;br /&gt;
&lt;br /&gt;
I decided to test the interrupt distance.. How close my civilian dwarves could get to the gobbo with getting scared. I built levers closer and closer to the goblin until I couldn't anymore, and the building (and mechanism retrieval) started failing at 22 square range. [[User:Cheepicus|Cheepicus]] 20:48, 28 October 2009 (UTC)&lt;br /&gt;
:Now, in a siege, they are firing very far (&amp;gt;200 squares). They must be able to select range, I wonder if they do it in chunks.. [[User:Cheepicus|Cheepicus]] 23:11, 28 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Oh gawdz - I only now remember something I noticed, and never followed through on.  Okay...&lt;br /&gt;
:I had marked my game map out with lines at the area blocks, for exploratory mining, and I was firing a battery of cat's to do exactly what you were, determine range, firing from a raised platform.  But I was seeing different cat's fire different distances, and they were only a little bit offset (not in a perfect row) - went through all the variations, and only later noticed that for one (only), the limit of stones had stopped ''exactly'' at the area block border, 48 tiles from the map edge. So, somewhere, that figures in as well, or can. --[[User:Albedo|Albedo]] 10:00, 29 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality vs. Accuracy? ==&lt;br /&gt;
&lt;br /&gt;
Does quality really affect the accuracy of a ballista? I had a ballista made from pretty low quality parts, and during a siege, every single one of my arrows made it 58 squares without going more than one or two squares to the side. Fast-forward a few years, I'm testing out a ballista made from 3 masterwork parts. The ballista is in the same position as before, and the same operator (yet much more skilled) I test out the ballista, and every single shot has gone 3 squares to the left after 20 squares, which is about 4.5 to 9 times less accurate than before. What gives? [[Special:Contributions/70.138.29.184|70.138.29.184]] 03:52, 28 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Siege engine parts as a trade good? ==&lt;br /&gt;
&lt;br /&gt;
Weirdly, it seems that siege engine parts are the most efficient means of &amp;lt;s&amp;gt;making money while simultaneously pissing off the elves&amp;lt;/s&amp;gt; converting a large amount of spare lumber into cash, as they are worth '''three times''' as much as other wood products, and 20% more than a stack of 25 wooden bolts.&lt;br /&gt;
&lt;br /&gt;
To compare:&lt;br /&gt;
* one masterful Tower-cap ballista parts: 360☼&lt;br /&gt;
** Training siege engineers tends to generate hundreds of crappy parts anyways, but that's sort of a moot point&lt;br /&gt;
** Clutters workshops '''fast'''&lt;br /&gt;
* one masterful Tower-cap idol: 120☼&lt;br /&gt;
** Completely useless except as a trade good&lt;br /&gt;
* one stack of 25 masterful Tower-cap bolts: 300☼&lt;br /&gt;
** Tend to get eaten up by archery practice unless measures are taken&lt;br /&gt;
&lt;br /&gt;
Is this worth mentioning? Has this already been discussed? -- [[User:Mr Frog|Mr Frog]] 11:41, 10 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60464</id>
		<title>40d Talk:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60464"/>
		<updated>2010-01-03T02:03:04Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* hills? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm trying to determine which of these biomes are valid for entities - the following are known to be accepted without throwing an error (whether or not they actually work as advertised is untested).&lt;br /&gt;
&lt;br /&gt;
*[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_FOREST:2]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
*[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
Not that the ANY_FOREST biome isn't even in the current list on the page.&lt;br /&gt;
--[[User:Erom|Erom]] 14:38, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Alright, all other BIOMEs listed on the wiki work as entity BIOME_SUPPORT, although I would be surprised if some of them (like chasm or lava or pool) really worked. I have verified that it will not take an arbitrary value, indicating that ANY_FOREST is probably a real biome tag and should be included in the main list.&lt;br /&gt;
--[[User:Erom|Erom]] 14:50, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
There is no way to specify temperature at the moment is there? I've tried FREEZING and ANY_FREEZING but they give errors. Really what I want is for the start biome for my civ to be only in cold or freezing areas. --[[User:Paradigmlost|Paradigmlost]] 17:26, 15 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Better late than never! :D I would recommend using the [TUNDRA], [GLACIER], [FOREST_TAIGA], and/or [OCEAN_ARCTIC] tag(s), since those are, by definition, very cold/freezing. A quick test using GiMP to superimpose the detailed temperature map of my current world over the detailed biome map revealed that the areas with the lowest temperature coincided '''exactly''' with the tundras, glaciers, and taigas. '''EDIT:''' It seems that, no matter how '''gar''' a race is, they will never settle on a tundra biome, though, oddly, they will happily settle near a arctic ocean bordering a tundra. More testing is needed. Glaciers and taigas are fine, though. --[[User:Mr Frog|Mr Frog]] 08:06, 1 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== hills? ==&lt;br /&gt;
&lt;br /&gt;
Just curious, how are hills handled?  Are they considered mountains or what?--[[User:Jpwrunyan|Jpwrunyan]] 04:22, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A brief examination of my current world seems to indicate that hills are treated as grass/shrublands, at least for the purposes of human settlement. I'm guessing &amp;quot;Hills&amp;quot; are treated as any other flatlands. --[[User:Mr Frog|Mr Frog]] 02:03, 3 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60463</id>
		<title>40d Talk:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60463"/>
		<updated>2010-01-03T01:57:40Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm trying to determine which of these biomes are valid for entities - the following are known to be accepted without throwing an error (whether or not they actually work as advertised is untested).&lt;br /&gt;
&lt;br /&gt;
*[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_FOREST:2]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
*[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
Not that the ANY_FOREST biome isn't even in the current list on the page.&lt;br /&gt;
--[[User:Erom|Erom]] 14:38, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Alright, all other BIOMEs listed on the wiki work as entity BIOME_SUPPORT, although I would be surprised if some of them (like chasm or lava or pool) really worked. I have verified that it will not take an arbitrary value, indicating that ANY_FOREST is probably a real biome tag and should be included in the main list.&lt;br /&gt;
--[[User:Erom|Erom]] 14:50, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
There is no way to specify temperature at the moment is there? I've tried FREEZING and ANY_FREEZING but they give errors. Really what I want is for the start biome for my civ to be only in cold or freezing areas. --[[User:Paradigmlost|Paradigmlost]] 17:26, 15 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Better late than never! :D I would recommend using the [TUNDRA], [GLACIER], [FOREST_TAIGA], and/or [OCEAN_ARCTIC] tag(s), since those are, by definition, very cold/freezing. A quick test using GiMP to superimpose the detailed temperature map of my current world over the detailed biome map revealed that the areas with the lowest temperature coincided '''exactly''' with the tundras, glaciers, and taigas. '''EDIT:''' It seems that, no matter how '''gar''' a race is, they will never settle on a tundra biome, though, oddly, they will happily settle near a arctic ocean bordering a tundra. More testing is needed. Glaciers and taigas are fine, though. --[[User:Mr Frog|Mr Frog]] 08:06, 1 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== hills? ==&lt;br /&gt;
&lt;br /&gt;
Just curious, how are hills handled?  Are they considered mountains or what?--[[User:Jpwrunyan|Jpwrunyan]] 04:22, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60355</id>
		<title>40d Talk:Biome token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome_token&amp;diff=60355"/>
		<updated>2010-01-01T08:06:38Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: /* Temperature */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm trying to determine which of these biomes are valid for entities - the following are known to be accepted without throwing an error (whether or not they actually work as advertised is untested).&lt;br /&gt;
&lt;br /&gt;
*[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_FOREST:2]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_OCEAN:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_LAKE:1]&lt;br /&gt;
*[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
*[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
&lt;br /&gt;
Not that the ANY_FOREST biome isn't even in the current list on the page.&lt;br /&gt;
--[[User:Erom|Erom]] 14:38, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Alright, all other BIOMEs listed on the wiki work as entity BIOME_SUPPORT, although I would be surprised if some of them (like chasm or lava or pool) really worked. I have verified that it will not take an arbitrary value, indicating that ANY_FOREST is probably a real biome tag and should be included in the main list.&lt;br /&gt;
--[[User:Erom|Erom]] 14:50, 17 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
There is no way to specify temperature at the moment is there? I've tried FREEZING and ANY_FREEZING but they give errors. Really what I want is for the start biome for my civ to be only in cold or freezing areas. --[[User:Paradigmlost|Paradigmlost]] 17:26, 15 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Better late than never! :D I would recommend using the [TUNDRA], [GLACIER], [FOREST_TAIGA], and/or [OCEAN_ARCTIC] tag(s), since those are, by definition, very cold/freezing. A quick test using GiMP to superimpose the detailed temperature map of my current world over the detailed biome map revealed that the areas with the lowest temperature coincided '''exactly''' with the tundras, glaciers, and taigas. --[[User:Mr Frog|Mr Frog]] 08:06, 1 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== hills? ==&lt;br /&gt;
&lt;br /&gt;
Just curious, how are hills handled?  Are they considered mountains or what?--[[User:Jpwrunyan|Jpwrunyan]] 04:22, 27 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Whale_shark&amp;diff=60124</id>
		<title>40d Talk:Whale shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Whale_shark&amp;diff=60124"/>
		<updated>2009-12-25T08:06:43Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Shale shark==&lt;br /&gt;
Yes, the raw actually says &amp;quot;shale shark&amp;quot; for the creature's adjective form. --[[User:Quietust|Quietust]] 19:04, 27 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;This is a Shale shark roast. All craftsdwarfship is of the highest quality. On the item is an engraving of Cog Mountaingloves the Champion and a Whale shark in Shale. The Whale shark is making a plaintive gesture. Cog Mountaingloves is laughing. The art relates to the mortal wounding of the Whale shark in Daggerwhipped in 210.&amp;quot;&lt;br /&gt;
: I'm gonna take the initiative and mod in an actual Shale shark. This is too good not to do something with it.--[[User:Mr Frog|Mr Frog]] 08:06, 25 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Coelacanth&amp;diff=60123</id>
		<title>40d:Coelacanth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Coelacanth&amp;diff=60123"/>
		<updated>2009-12-25T07:47:01Z</updated>

		<summary type="html">&lt;p&gt;Mr Frog: It just seemed so bland...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Coelacanth|symbol=c|color={{COLOR:1:0:1}}|bones=6|chunks=6|meat=6|fat=3|skulls=1|skin=Yes|biome=* [[Tropical]] ocean}}&lt;br /&gt;
 &lt;br /&gt;
'''Coelacanth''' are tropical ocean fish. In RL, they are renowned for not having changed as a species for millions of years and are very inedible. In Dwarf Fortress, they are renowned for their coloration and are very delicious.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_COELACANTH]&lt;br /&gt;
	[NAME:coelacanth:coelacanth:coelacanth]&lt;br /&gt;
	[TILE:'c'][COLOR:1:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:coelacanth fry:coelacanth fry]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Mr Frog</name></author>
	</entry>
</feed>