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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=151004</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=151004"/>
		<updated>2011-07-02T23:15:35Z</updated>

		<summary type="html">&lt;p&gt;Nahere: need help with weapon traps&lt;/p&gt;
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&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
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I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
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Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
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:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
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::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
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== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
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Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
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Someone posted this under spike traps:&lt;br /&gt;
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`An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed. &lt;br /&gt;
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From 40d that is not correct.  Did this change?--[[User:Kwieland|Kwieland]] 18:18, 15 June 2010 (UTC)&lt;br /&gt;
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:(I'm new at this wiki editing stuff I'm afraid, sorry if I don't format this right.)  &lt;br /&gt;
:Actually I'm fairly certain it was wrong that spike traps didn't damage things that fell on them in 40D as well. It wasn't actually 40D but I remember back when DC's combat reports worked a creature falling onto a deployed spike did indeed take a hit from the spike before it hit the ground. I cannot locate the quote, but I recall Toady specifically mentioning he built that into their functionality when they were implemented during the 2D to 3D update.  And I recently confirmed it to still be the case in version .31 prompting me to make the edit.  I've had dwarves accidentally fall into a pit that has a spike at the bottom, and it generates a one like combat report of the &amp;quot;spinning&amp;quot; spike striking the target before they hit the ground.  It should actually be easy to test now, if folks don't believe me.  Dig a pit 2 or 3 tiles deep put a spike trap at the bottom and pit some animal in there.  That should generate a combat report of the animal hitting the spike. Even without the combat log, it should be easy to identify the stab wound from the bludgeoning falling wounds. EDIT: Located the quote. &amp;quot;falling damage and corpse impalement for unretracted spike buildings&amp;quot; from the devlog, 10/16/2007--[[User:Greiger|Greiger]]&lt;br /&gt;
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::No worries, good bit of sleuthing there.  I haven't played with the spikes much, but it makes sense.--[[User:Kwieland|Kwieland]] 11:56, 18 June 2010 (UTC)&lt;br /&gt;
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== Stonefall ==&lt;br /&gt;
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It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
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:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
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::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
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== Weapon ==&lt;br /&gt;
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Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
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Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
::Arrows used to be fine (40d) not sure about the newest version.  I don't use weapon traps that often, they generate too many body parts/mess for cleanup!--[[User:Kwieland|Kwieland]] 16:42, 28 May 2010 (UTC)&lt;br /&gt;
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== Cage Traps? ==&lt;br /&gt;
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are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
:::I can verify that Dragons are still captured, as of 0.31.06.  None of the Forgotten Beasts that I've encountered have been captured, though.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
:I'm 99% sure it's mechanics.  I'll edit it in, someone correct me if it's wrong.  --[[User:Kyle Solo|Kyle Solo]] 19:42, 15 June 2010 (UTC)&lt;br /&gt;
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Cage traps can be used to catch dwarves in a berserk rage. This can be useful when your Strange Moods are requiring items you do not have. Rather than have a violent murder occur, or having to starve him to death in the workshop. You are now free to be creative with how he meets his end (releasing amongst the elves is recommended). [[Special:Contributions/74.192.98.80|74.192.98.80]] 17:15, 27 October 2010 (UTC)&lt;br /&gt;
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Added a section to cage traps concerning webbed traps.  A cage trap with a GCS web on it will capture titans, FBs and clowns.  Tested on titans/fbs in 31.18.  Clown info is lore from forums but logical since all 3 of these types are trapavoid, nostun.  -Celem 29 Nov 2010&lt;br /&gt;
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:I cant find a relation between the materials and the traps. Are there any?&lt;br /&gt;
::Material of a cage has no effect other than on its weight/value when used in traps.  When used as a prison I believe only metal works.  -Celem 2010-12-27&lt;br /&gt;
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How would i go about getting GCS webs on a cage trap? To my best knowledge they can't be physically placed there, so would i have to, somehow, get one to spit a web directly onto where i want the trap placed? - Manic Dementia 18 January 2011&lt;br /&gt;
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==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;br /&gt;
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:Taming seems to be working fine.  If you fix the appointment method for DM his functions all work fine too. (31.18) -Celem 2010.12.27&lt;br /&gt;
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== Caging normally uncagable creatures? ==&lt;br /&gt;
I was able to cage a gremlin, but only after it was injured. Before that it just walked over my traps. Not sure if it was because it was injured, or because it was knocked on to the floor, or stunned... can other normally uncagable creatures be caught the same way? Someone confirm.&lt;br /&gt;
Edit: looked around in the wiki a bit more. Turns out gremlins (as well as kobalds) can avoid traps, but will not always. It would be nice to have a list of creatures who can avoid traps. Can't find one. Also forgot to sign last time. --[[User:Peglegpenguin|Peglegpenguin]] 23:06, 12 August 2010 (UTC)&lt;br /&gt;
:All creatures will trigger traps if they fall unconscious on top of them, including those with TRAPAVOID. This was rather famously used back in 40d to trap frog demons and tentacle demons, but '''not''' spirits of fire (due to them being un-knockout-able). All titans, forgotten beasts, and demons in version 0.31 have TRAPAVOID and are, like the spirit of fire of 40d and earlier, similarly immune to being knocked unconscious and are thus impossible to trap. --[[User:Quietust|Quietust]] 00:37, 13 August 2010 (UTC)&lt;br /&gt;
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The above no longer appears true....see note a few lines up under cage trap main entry.  re: web on cage will trap anything including fbs and titans.  i expect demons too - Celem 29 Nov 2010&lt;br /&gt;
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== Note for deconstruction ==&lt;br /&gt;
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Can we put a note about deconstruction of a weapon trap noting if you get the weapons back or not? I checked the wiki to learn this and there isn't that piece of information. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes.  You do.  Just like every other building or construction - you use parts to build it, you get the parts back when you un-build it.  But if it's destroyed by an enemy rather than deconstructed by a dwarf, the parts get damaged. --[[User:DeMatt|DeMatt]] 22:34, 9 November 2010 (UTC)&lt;br /&gt;
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Added in intro. -Celem 2010-12-27&lt;br /&gt;
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== Determining if a snow/blood covered trap is loaded ==&lt;br /&gt;
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Is there any way to determine if a cage trap is loaded if it is covered with snow or blood (and therefore looks the same whether loaded or not?)--[[User:Peglegpenguin|Peglegpenguin]] 03:01, 9 November 2010 (UTC)&lt;br /&gt;
: Press {{k|t}} (Check Building I{{k|t}}ems) and cursor over the trap.  A ''built'' cage trap will list the mechanism used to build it, with a {{Tile|[B]|7:0:1}} beside the name.  A ''loaded'' cage trap will additionally list the cage used to load it, with a {{Tile|[B]|1:0:1}} there too. --[[User:DeMatt|DeMatt]] 21:12, 9 November 2010 (UTC)&lt;br /&gt;
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::Added an intro note on this, thanks DeMatt. -Celem 2010-12-27&lt;br /&gt;
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::: this is especially annoying when you have vomit covered loaded traps. they look exactly like non-loaded ones, then once you check you find that its just vomit.&lt;br /&gt;
:::Or if you have glass cages and you want to determine if they are forbidden or not!--[[User:Kwieland|Kwieland]] 13:15, 10 May 2011 (UTC)&lt;br /&gt;
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== Mechanism Quality ==&lt;br /&gt;
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Does the mechanism quality have any effect other than how long it takes to construct the trap?  Does it effect reload time or damage/attack power, etc? [[User:Rembrandtq|Rembrandtq]] 22:56, 22 December 2010 (UTC)&lt;br /&gt;
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Mechanism quality is the most important factor in determining if a weapon trap succeeds in striking a target, it basically represents weapon skill.  added a note on this, but dont know if quality affects stone-fall traps, need some !!science!!  -Celem 2010-12-27&lt;br /&gt;
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== Stonefall crashing ==&lt;br /&gt;
Has anyone else experienced crashing with stonefall traps? I am using version 0.31.17. My current game is heavily modded, but I haven't touched stones or the latest creature to spring the trap (mountain goat), so that should not have any effect. --[[User:Axussriddare|Axussriddare]] 16:36, 2 January 2011 (UTC)&lt;br /&gt;
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==Stonefall Data==&lt;br /&gt;
is there data about the type of damage (blunt/edge), contact area and penetration capacity of stonefall traps like there's for the other weapons???--[[User:Kaos|Kaos]] 02:45, 1 May 2011 (UTC)&lt;br /&gt;
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==Weapon traps==&lt;br /&gt;
I can make weapon traps with the specially made trap components, but it won't let me use normal weapons in them. After selecting mechanisms it just brings up a list of trap components, not a list of available weapons. Any idea why? --[[User:Nahere|Nahere]] 23:15, 2 July 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Nahere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Nahere/monobook.js&amp;diff=135674</id>
		<title>User:Nahere/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Nahere/monobook.js&amp;diff=135674"/>
		<updated>2011-02-04T09:33:25Z</updated>

		<summary type="html">&lt;p&gt;Nahere: Created page with 'importScript('User:Rhenaya/quality.js');'&lt;/p&gt;
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&lt;div&gt;importScript('User:Rhenaya/quality.js');&lt;/div&gt;</summary>
		<author><name>Nahere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=135672</id>
		<title>v0.31 Talk:Arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Arena&amp;diff=135672"/>
		<updated>2011-02-04T05:06:03Z</updated>

		<summary type="html">&lt;p&gt;Nahere: /* Special attacks */ new section&lt;/p&gt;
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&lt;div&gt;Some interesting things I've noticed about the Arena, but don't necessarily think it warrants mention in the article:&lt;br /&gt;
*The arena is composed of Stone, as in the default stone template.  Cooled magma produces rough Stone walls, as well.&lt;br /&gt;
**Related to the above, destruction of Stone/dust kicked up by falling Stone in the Arena produces particles of random minerals and gems, which can collect on creatures and objects, but can't be picked up.&lt;br /&gt;
*Magma/water-created walls on the highest z-level won't fall.&lt;br /&gt;
*The Arena functions a lot like Adventure mode; you can observe the date, temperature, and weather/daylight conditions.  It's even possible to {{k|T}}ravel (although actual traveling is impossible) or view the {{k|Q}}uest page, and the Arena appears under Sites in the latter.  It is impossible to talk to other creatures, though, even ones on the same team.&lt;br /&gt;
*I once saw it rain.  I don't know how it happened, but I kept seeing specks of rain falling on the ground.&lt;br /&gt;
*Almost anything seems to be capable of wearing armor -- I accidentally spawned a whale without clearing the objects list, and, if I remember correctly, it was able to wear everything except leggings or weapons.&lt;br /&gt;
:Which obviously produces the question... Why not those?&lt;br /&gt;
::Because it doesn't have any legs to wear leggings and it doesn't have hands to hold weapons. I must say the picture I see in my head of an armor wearing whale is rather satisfying. &lt;br /&gt;
Has anyone else found anything interesting? [[User:Trorbes|Trorbes]] 05:47, 11 April 2010 (UTC)&lt;br /&gt;
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I've noticed a few things&lt;br /&gt;
*You can't spawn all creatures, e.g. Plump Helmet Men and the Undead.  Undead is a template applied to creatures, not sure about plump helmet men.  &lt;br /&gt;
:I believe that spawning undead was added in v0.31.&lt;br /&gt;
*Monkeys can't wield knives due to not having hands.  AntWomen can wield 4.&lt;br /&gt;
*Armor seems to be based entirely on size, no narrow armor, just large or small.&lt;br /&gt;
*Dragonfire seems to be harmful a little while after you get hit by it.  It may be more pronounced on large creatures (sea monsters)\&lt;br /&gt;
*All in all, a very useful testing ground for just about everything.&lt;br /&gt;
[[User:Strant|Strant]] 05:04, 17 April 2010 (UTC)&lt;br /&gt;
*Many underground beasts are not allowed in the Arena, as they would be spoilers. --[[User:TomiTapio|TomiTapio]] 02:21, 19 August 2010 (UTC)&lt;br /&gt;
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A bug: in the north-east, there's a bridge over floor at the very bottom z-level.  Drop the bridge using cave-ins on the ends, and there will be open space tiles where the bridge fell.  ''Open space tiles on the bottom z-level''.  Creatures don't fall into it, instead they stay there and are assumed to be flying, so they can't move off in some cases.  Liquids just disappear.  I'm sure there are other interesting properties that could be discovered.&lt;br /&gt;
--[[Special:Contributions/24.83.34.234|24.83.34.234]] 20:44, 27 July 2010 (UTC)&lt;br /&gt;
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== Research? ==&lt;br /&gt;
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What does the article mean by &amp;quot;research has to be done on this combination&amp;quot;? It behaves like normal water for me. --[[User:Dree12|Dree12]] 19:47, 18 August 2010 (UTC)&lt;br /&gt;
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== Info for Newbies ==&lt;br /&gt;
This article is very unclear for a new player such as myself.   My best guess is that it is something to do with editing files outside of the game or with some trainer but I really can't tell.  Can someone familiar with the subject write a better introduction letting people who come across the article know the context of what is necessary to make an arena as described here.&lt;br /&gt;
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== Special attacks ==&lt;br /&gt;
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Is it at all possible to use a creature's special attacks (dragonfire, syndrome breath attacks, fireballs, etc.) while controlling something in arena mode? --[[User:Nahere|Nahere]] 05:06, 4 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Nahere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=135671</id>
		<title>v0.31 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=135671"/>
		<updated>2011-02-04T04:41:19Z</updated>

		<summary type="html">&lt;p&gt;Nahere: /* Death by ice */&lt;/p&gt;
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&lt;div&gt;== Death by ice ==&lt;br /&gt;
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I had one of my dwarf walking through a shallow channel when suddenly winter came the froze solid the water into ice, killing the poor dwarf.&lt;br /&gt;
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Was quite funny.&lt;br /&gt;
--[[Special:Contributions/118.90.6.167|118.90.6.167]] 07:18, 1 October 2010 (UTC)&lt;br /&gt;
:My adventurer was training up in swimming when this happened. It is a really annoying way to die, so keep an eye on the seasons. --[[User:Nahere|Nahere]] 04:41, 4 February 2011 (UTC)&lt;br /&gt;
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== Observations from a freezing biome. ==&lt;br /&gt;
Mined ice produces boulders of Ice which can be built with or dumped, they still cannot be added to stockpiles and will melt underground or if the overground temperature rises.&lt;br /&gt;
Ice boulders melt into 'dirty ice', which is liable to be cleaned up by a bored dwarf, and then into 'stagnant water'.&lt;br /&gt;
Stagnant water seems to act like blood smears and other psuedo liquids, it doesnt actually put water in the square, run or form pools.&lt;br /&gt;
Neither 'dirty ice' nor 'stagnant water' will muddy a floor for farming.&lt;br /&gt;
Anyone see any mistakes in this?&lt;br /&gt;
:I sure do, my good fellow; I sure do. --[[User:Bronzebeard|Bronzebeard]] 06:27, 28 April 2010 (UTC)&lt;br /&gt;
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As for temperate biome, mined ice produces 'water' item {{Raw Tile|≈|3:1}} which can be cleaned. &amp;lt;br /&amp;gt;&lt;br /&gt;
BTW, brook behaves curiously on winter coming. I've got an edge of two biomes on my map and the brook is flowing from one to another. And on late Autumn first freezes the upstream part of the brook, then the downstream part does, on Spring downstream part melts first, then the upstream does. --[[User:Peregarrett|Peregarrett]] 13:34, 20 May 2010 (UTC)&lt;br /&gt;
:That sounds like expected behavior to me.  The colder tiles will freeze sooner and thaw later, regardless of the water source in question. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:53, 20 May 2010 (UTC)&lt;br /&gt;
::It looks funny, when a half of brook is frozen and the other half still flowing =)&lt;br /&gt;
::Further experiment shows:&amp;lt;br /&amp;gt;&lt;br /&gt;
:: * Later, on early winter it is always ice. &lt;br /&gt;
:: * When it is an ice boulder {{Raw Tile|•|3:1}} it can be used as other stone, for example a wall can be build of it.&lt;br /&gt;
:: * When it is an ice pile {{Raw Tile|≈|3:1}} it can be cleaned. Both items are described as 'ice'.&lt;br /&gt;
:: --[[User:Peregarrett|Peregarrett]] 14:17, 20 May 2010 (UTC)&lt;br /&gt;
:::I've seen this as well in a temperate climate with a brook. The transitions happen at consistent dates in the calender, obviously with water being liquid first, then patchily turning to ice, and the mined ice being anything from stagnant water, through dirty ice to ice (appearing as rocks) depending on the date and position on the map. Channelling the stuff creates 'glacial slopes', and any water that's flowed under the lip of the surrounding land (due to winter mining at the edges of the ponds/brooks when the water froze in previous winters) tends not to freeze up the following winter, at least at my current location, which can be a pain in the arse as it creates an 'entombing' hazard for the miners if they need to get access again and release too much of it at once and get caught in the quickly freezing flow. I can't wait for some sort of dwarven thermometer to be announced so that we can dot them around the locale and chart things a little more accurately. Could even have a 'noble' buzzing around with chalk and slate, doing the job for you.&lt;br /&gt;
::::Even though mined ice is treated as stone for purposes of construction I have had no luck getting any workshops to use it as such (ice furniture/blocks/crafts). Also making ice workshops works fine for me, i even have a working ice magma glass furnace. I have 2 magma glass furnaces, 1 melts quickly after construction the other doesn't, the one that doesn't melt is in a part of my map which is in a freezing glacier biome, the other in merely a 'cold' biome, the melting persists even when it's winter and temperature in that biome is subzero. --[[User:MLegion|MLegion]] 16:39, 22 July 2010 (UTC)&lt;br /&gt;
Personal observations as of 31.11: Ice stones can be designated to be picked up but won't be. Dwarfs just ignore it, even though they'll bring other dumped items to the garbage zone. I cannot do anything with ice. (This is rather irritating for me, because the ice.just.won't.melt.).&lt;br /&gt;
:::::As of 31.12 I can mark ice chunks for dumping and it works normally.  --[[User:FleshForge|FleshForge]] 10:14, 6 August 2010 (UTC)&lt;br /&gt;
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I get the impression you just can't farm at all in an ice map unless you are fortunate enough (!) to have water somewhere on the map that is practical to get to.  That's a real shame! --[[User:FleshForge|FleshForge]] 04:02, 5 August 2010 (UTC)&lt;br /&gt;
::  It turns out this is actually not all that hard, if you have large amounts and Z-levels of ice terrain type on your map: [http://www.bay12forums.com/smf/index.php?topic=63151.msg1457946#msg1457946 forum link]  --[[User:FleshForge|FleshForge]] 10:14, 6 August 2010 (UTC)&lt;br /&gt;
::: The information within this linked forum post should appear on the page.  It must be a FAQ for anyone embarking into a glacial map!&lt;br /&gt;
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== You CAN build workshops out of ice ==&lt;br /&gt;
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Currently this page states that you cannot build workshops out of ice.  I embarked on a glacier and immediately built a carpenter's workshop out of ice on the surface to churn out beds while the other dorfs dug down. It never did melt, though I deconstructed it for aesthetics.&lt;br /&gt;
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: Ditto, I just built my carpenters workshop out of ice. It was the first material in the list and I hit it by accident and left it to see, it works just fine.&lt;br /&gt;
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== Sculpted Ice Floors ==&lt;br /&gt;
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It seems odd to me, If you Engrave Smoothed Ice Walls you get the standard Quality levels. I have never seen a single tile with a quality level indicator. Stone floor tiles can have them, but Ice floors don't seem to get any. Bug?&lt;br /&gt;
:Alright, Some more experimentation made it clear that They have quality levels, they just don't get labelled. how strange.&lt;br /&gt;
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==Unstable Ice Constructions==&lt;br /&gt;
I was lucky enough to embark on a map with a natural water fall, and what better trap, I thought, than to be able to reroute the brook through my entrance tunnel and push invading nasties over the waterfall and off the map.   I was using drawbridges to control water flow I built one out of ice, ice being the most convenient material at the time, attached it to a mechanism and pulled the lever.  Come the spring my drawbridge melted.  I have not had the same experience with my ice walls. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:65.183.154.119|65.183.154.119]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Only '''constructions''' are immune to their surroundings - bridges are '''buildings''' and are thus susceptible to melting. --[[User:Quietust|Quietust]] 03:53, 14 December 2010 (UTC)&lt;br /&gt;
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==Melting ice with magma==&lt;br /&gt;
Does anyone know how far away magma can be to a frozen lake to melt it?&lt;br /&gt;
or how deep you can have magma pipes in the water for it to still melt the top layer of a frozen lake?  [[User:Rogue ork|Rogue ork]]&lt;/div&gt;</summary>
		<author><name>Nahere</name></author>
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