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		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108305</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108305"/>
		<updated>2010-05-10T21:05:51Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* Quality categories by version namespace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
:::With this in place, would calculating the &amp;quot;Overall quality rating&amp;quot; for each version not be more useful? Either for each namespace or for each + the articles in the mainspace, maybe? [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:05, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108304</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=108304"/>
		<updated>2010-05-10T21:02:21Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* Template/method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
:::Agreed, with the quality modifiers in place, they're awesome for this wiki.  I mean, what's more Dwarf Fortressy than having a good *article*? --[[User:Aescula|Aescula]] 21:32, 25 April 2010 (UTC)&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
::Although I think the Fine, Exceptional, Masterwork is a better grading scheme I have to question the need for more than two levels. Either an article doesn't have enough information (currently Elven) or it does (currently Human or Dwarven. The distinction between the top too levels is mostly in how it links to other articles which I think is a poor way to grade. For example you could make a Human article Dwarven by removing any red links or badly formed links but arguably this reduces the quality of the article itself. So I'd suggest just having a rating for poor pages and leaving good ones without any tag. --[[User:Shades|Shades]] 14:51, 26 April 2010 (UTC)&lt;br /&gt;
:::I think there is some value to pointing out articles that are not only accurate and full of all the information, but also easy to navigate within and between.  Hence the distinction between what is good and great. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:28, 26 April 2010 (UTC)&lt;br /&gt;
::::But that is not what we are doing as by removing the links on a Human article you can end up with a Dwarven article. That is not a good reinforcement. --[[User:Shades|Shades]] 07:50, 27 April 2010 (UTC)&lt;br /&gt;
:::::I added another category requirement for an Exceptional article now. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;br /&gt;
::I also agree - it would centralize the formatting rules, and even potentially allow people to set what kind of label they want to see. --[[User:Krenn|Krenn]] 07:06, 26 April 2010 (UTC)&lt;br /&gt;
:::Feel free to implement this if you feel so inclined. --[[User:Briess|Briess]] 00:15, 2 May 2010 (UTC)&lt;br /&gt;
::::Alright, I'll try to work on this tonight. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 19:30, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This started out as a project to point what needs fixing. Fine is a '''terrible''' name for the bottom quality rank. If you are hell-bent on driving the DF reference all the way, make the lowest rank XShoddyX [[User:VengefulDonut|VengefulDonut]] 12:39, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Also, the comments on the forums seem to be more objections than suggestions. Perhaps the original elven/human/dwarven ranking would work. [[User:VengefulDonut|VengefulDonut]] 12:45, 6 May 2010 (UTC)&lt;br /&gt;
::I'd also like to nitpick that the current labels, &amp;quot;-Fine-&amp;quot; &amp;quot;+Exceptional+&amp;quot; and &amp;quot;*Masterwork*&amp;quot;, are wrong - they ''should'' be &amp;quot;+Fine+&amp;quot; &amp;quot;≡Exceptional≡&amp;quot; and &amp;quot;☼Masterwork☼&amp;quot;. --[[User:Quietust|Quietust]] 13:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think the purpose of pointing to what needs fixing works just as fine regardless of names.  Anyone who cliks those links (which anyone who wants to fix things on the wiki probably will) understand what fine pages need more work.&lt;br /&gt;
:I don't think elven/human/dwarven was any better at showing what needs improvement.  While fine/exceptional/masterwork might not accurately measure the bottom level, at least it shows a gradient which elven/human/dwarven does not.  I have no objection to bumping it to 4 levels (I think something LIKE stub could be there, shoddy isn't bad) that seems like a very good idea to me.&lt;br /&gt;
:Vengeful, I know there are a lot of objections but when asked for some suggestions this change seemed very highly requested.  I simply implmented it because I agreed that &amp;quot;elven&amp;quot; doesn't really equal &amp;quot;bad&amp;quot; or even &amp;quot;worse then human&amp;quot;.&lt;br /&gt;
:Yeah, Agreed Quiest, I'll change that. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 14:30, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::We don't need more levels. We just need the labels for the current levels to match their purpose. The bottom level, which represents &amp;quot;needs improvement&amp;quot; articles, needs to have a tag that sounds '''bad'''. xTatteredx and xShoddyx would fit the current theme. Replacing it all with number ranks would solve it (say, level of magma). As long as the label doesn't directly conflict with the purpose of the category, the way fine does. [[User:VengefulDonut|VengefulDonut]] 14:54, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Sounds good, it was a little work to make sure the shift happened correctly.  If you want to do the change to &amp;quot;Shoddy&amp;quot; or &amp;quot;Tattered&amp;quot; then cool, otherwise I'll maybe do it sometime this week. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:24, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Something a little negative about that, isn't there? &amp;quot;Stub&amp;quot; says 'this needs more adding to it' whereas &amp;quot;shoddy&amp;quot; says 'what's here isn't much cop'. I agree that &amp;quot;Fine&amp;quot; is probably a bit generous. Offhand, however, I don't have another suggestion for the lowest level.&lt;br /&gt;
::::There's probably an argument to make that the middle level would be better as &amp;quot;Fine&amp;quot; if the lowest is changed - I think there's a clearer distinction then between it and the top level. [[User:Oddtwang of Dork|Oddtwang of Dork]] 21:02, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quality categories by version namespace==&lt;br /&gt;
&lt;br /&gt;
Is there a relatively simple way to view a list of, say, all DF2010 articles of Fine quality?  If not, could there be?  It would be quite handy for targeting articles to be improved. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 03:29, 8 May 2010 (UTC)&lt;br /&gt;
:Doing so would require editing the {{tl|Quality}} template itself, though it might not be a bad idea. --[[User:Quietust|Quietust]] 04:04, 8 May 2010 (UTC)&lt;br /&gt;
::I was thinking of doing that.  We'll leave this here for a little so people can comment on it, but then if noone opposes I'll make the change. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:22, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Drop in overall quality rating==&lt;br /&gt;
Why has the quality rating seen on the main page dropped so precipitously?  It was at over 20% a week or two ago, now it is at 11%.  Is this due to articles being rerated downward, or due to the hundreds of nearly-stub pages such as [[DF2010:Aquamarine]]?  Has the calculation method changed?  Or another cause?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:19, 9 May 2010 (UTC)&lt;br /&gt;
:Almost certainly the latter, and probably partially my fault - whenever I find a page that has no rating at all, I just give it a &amp;quot;Fine&amp;quot; rating so it at least has a rating ''at all'' - I'm of the opinion that it's better for a page to be underrated than completely unrated. --[[User:Quietust|Quietust]] 21:33, 9 May 2010 (UTC)&lt;br /&gt;
::And I agree, the lowest rating should be applied to the worst articles. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:21, 10 May 2010 (UTC)&lt;br /&gt;
:::Given that a bunch of the articles have been blindly categorized as &amp;quot;Fine&amp;quot;, I'm going through and rerating a bunch of them as &amp;quot;Unrated&amp;quot; which will place them in a distinct category so other users can provide more accurate ratings. It would probably be beneficial to make the template recognize this rating and list it on this project page (and somehow include them on the progress bar thingy). --[[User:Quietust|Quietust]] 19:36, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Criteria ==&lt;br /&gt;
&lt;br /&gt;
Currently, having a &amp;quot;substantial number of redlinks&amp;quot; is grounds for an article being rated as Fine. While this is okay for new pages, it's a bit unfair to articles in the 23a namespace, where most of the content is concrete but simply hasn't been imported from the Archive wiki yet. Should this distinguish between redlinks due to incorrect formatting versus redlinks due to pending creation of other pages? --[[User:Quietust|Quietust]] 19:48, 10 May 2010 (UTC)&lt;br /&gt;
:I tend to think the rules should be ''substantially'' different in the 23a namespace, as it is essentially historical content being ported into the current wiki for reference purposes.  So I would actually argue that 23a pages should not be rated at all, nor taken into account in the quality rating.&amp;lt;br/&amp;gt;Speaking of that, it used to be wiki policy to make minimal edits &amp;amp;mdash; don't these repeated ratings lead to extra entries in the page histories and extra disk space consumed?  Or are the ratings handled thru a database entry maybe?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 19:57, 10 May 2010 (UTC)&lt;br /&gt;
::By that argument, should not 40d articles also be exempt from being rated? --[[User:Quietust|Quietust]] 20:20, 10 May 2010 (UTC)&lt;br /&gt;
:::Disk space is not a concern.  However, fine as the bottom rating of articles is not fine. --[[User:Briess|Briess]] 20:22, 10 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fat&amp;diff=102324</id>
		<title>v0.31:Fat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fat&amp;diff=102324"/>
		<updated>2010-05-02T17:09:00Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;br /&gt;
&lt;br /&gt;
Fat is obtained by {{L|Butcher's shop|butchering}} an animal.&lt;br /&gt;
&lt;br /&gt;
It can be rendered into {{L|tallow}} in a {{L|kitchen}}. {{L|Tallow}} is used in the production of {{L|soap}}.&lt;br /&gt;
&lt;br /&gt;
Previously a whole stack of fat was processed per job.  Now each process fat job processes a single item from the stack, not the entire stack.&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=101143</id>
		<title>v0.31:Reactions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reactions&amp;diff=101143"/>
		<updated>2010-04-30T12:23:12Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
'''Reactions''' are moddable crafting formulas. They can be tweaked and added onto to allow smelting of new metals, alloys, and many other products. They must be assigned to specific [[Entities]]; if not explicitly added to an entity's definition, they will not be able to produce that reaction. For examples of various forms of reaction, see {{l|Reaction Examples}}.&lt;br /&gt;
&lt;br /&gt;
Currently, a reaction can only result in an object of base quality.&lt;br /&gt;
&lt;br /&gt;
==Reaction Makeup==&lt;br /&gt;
 [REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
 [NAME:&amp;lt;REACTION_NAME&amp;gt;]&lt;br /&gt;
 &amp;lt;... [[#Buildings]] One or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reagents]] Zero or more reagent declarations...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Products]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Reaction Modifiers]] Zero or more reagent declarations ...&amp;gt;&lt;br /&gt;
 &amp;lt;... [[#Skills]] Zero or more skill declarations ...&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' - Refers to a unique identifier for the reaction (Used in Entity Raws to allow an Entity to make use of the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;REACTION_NAME&amp;gt;''' - String displayed in the building for the reaction.&lt;br /&gt;
&lt;br /&gt;
==Entity Use==&lt;br /&gt;
In order for an entity to use the reaction a [PERMITTED_REACTION:] tag must be added.  It works by using the '''&amp;lt;REACTION_IDENTIFIER&amp;gt;''' after the colon.&lt;br /&gt;
 [PERMITTED_REACTION:&amp;lt;REACTION_IDENTIFIER&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
Each reaction requires a building to be declared for it to be used at.&lt;br /&gt;
&lt;br /&gt;
 [BUILDING:&amp;lt;BUILDING_IDENTIFIER&amp;gt;:&amp;lt;BUILDING_KEY&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_IDENTIFIER''' - The building at which this reaction can be used. NOTE: SMELTER, KILN, KITCHEN and TANNER seem to be the only non-custom buildings allowed to be specified at this point.{{verify}}&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;BUILDING_KEY&amp;gt;''' - The key that is pressed at the building (Such as 'b' for bed at a Carpenter or a block at a Mason's). If two reactions have the same key, then one of them will be assigned a different key, the first alphabetically available at the building.&lt;br /&gt;
&lt;br /&gt;
==Reagents==&lt;br /&gt;
A reagent is some object that is required to produce whatever the intended object is. This is typically something like needing the ore of a metal to smelt bars of it.&lt;br /&gt;
&lt;br /&gt;
===Reagent Types===&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
 or&lt;br /&gt;
 [REAGENT:&amp;lt;Identifier&amp;gt;:&amp;lt;Quantity&amp;gt;:&amp;lt;MATGLOSS_TOKEN&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Type 1: Is used for reactions where a specific type of object is required, such as a BUCKET, SWORD, etc.&lt;br /&gt;
&lt;br /&gt;
Type 2: Is used for when only a material type is needed, such as METAL_ORE for smelter reactions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Identifier&amp;gt; - Used to refer to this reagent in the reaction Product.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Quantity&amp;gt; - Used to refer to the number of individual units of the reagent needed for the reaction. NOTE: If a bar, thread, or cloth is used as the &amp;lt;ITEM_TOKEN&amp;gt;, then this value refers to the PRODUCT_DENSITY of the object (150, 15000, 10000 respectively).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_TOKEN&amp;gt; - Refers to the hard coded ITEM_TOKEN that the reagent must be.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ITEM_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific ITEM_TOKEN, such as TOY:ITEM_TOY_MINIFORGE.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_TOKEN&amp;gt; - Refers to the hardcoded material type of the reagent, such as PLANT_MAT, METAL_ORE, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;MATGLOSS_SUBTYPE&amp;gt; - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as INORGANIC:MICA. In the case of a plant type the syntax is slightly different, the MATGLOSS_SUBTYPE is actually &amp;lt;PLANT_NAME&amp;gt;:&amp;lt;PLANT_PART&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_NAME&amp;gt;'' - Refers to the actual plant's name in the raw files.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;PLANT_PART&amp;gt;'' - Refers to the plant 'part' you want, whether it's the PLANT, WOOD, LEAVES, SEED, etc.&lt;br /&gt;
&lt;br /&gt;
===Reagent Modifier===&lt;br /&gt;
A reagent can be modified by attaching one, or more, of the following. The modification is used to narrow the available items that can be used for the reaction.&lt;br /&gt;
&lt;br /&gt;
'''[PRESERVE_REAGENT]''' - Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
'''[REACTION_CLASS:X]''' - Reagent's MATGLOSS_SUBTYPE must have a REACTION_CLASS of type X attached to it. Such as the various forms of Gypsum having [REACTION_CLASS:GYPSUM] in them.  Reaction classes are not hard-coded and you may freely insert REACTION_CLASS tags with custom &amp;quot;X&amp;quot; types into object definitions that will be used as reagents.&lt;br /&gt;
&lt;br /&gt;
'''[HAS_MATERIAL_REACTION_PRODUCT:X]''' - Reagent's MATGLOSS_SUBTYPE must have a MATERIAL_REACTION_PRODUCT tag. This is used primarily on items that come from a dead, or butchered, animal such as skins or fat for tanning and rendering.&lt;br /&gt;
&lt;br /&gt;
'''[UNROTTEN]''' - Reagent must not be rotten, mainly for organic MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[BUILDMAT]''' - Reagent is able to be used to build structures (Stone, Wood, Blocks, Bars?).&lt;br /&gt;
&lt;br /&gt;
'''[GLASS_MATERIAL]''' - Reagent has a one of the glass MATGLOSS types.&lt;br /&gt;
&lt;br /&gt;
'''[WORTHLESS_STONE_ONLY]''' - Only use objects allowed in the Stone Menu.&lt;br /&gt;
&lt;br /&gt;
'''[FIRE_BUILD_SAFE]''' - Reagent must be considered fire safe (INORGANIC, excluding COAL types).&lt;br /&gt;
&lt;br /&gt;
'''[MAGMA_BUILD_SAFE]''' - Reagent must be considered magma safe (INORGANIC, with a melting point greater than the temperature of Magma.&lt;br /&gt;
&lt;br /&gt;
'''[CAN_USE_ARTIFACT]''' - Reagent can be an Artifact.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PLANT_MATERIAL]''' - Reagent MATGLOSS must be of a plant subtype.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SILK_MATERIAL]''' - Reagent MATGLOSS must be of a silk type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SOAP_MATERIAL]''' - Reagent MATGLOSS must be of a soap type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_LEATHER_MATERIAL]''' - Reagent MATGLOSS must be of a leather type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_BONE_MATERIAL]''' - Reagent MATGLOSS must be of a bone type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_SHELL_MATERIAL]''' - Reagent MATGLOSS must be of a shell type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_TOOTH_MATERIAL]''' - Reagent MATGLOSS must be of a tooth type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_HORN_MATERIAL]''' - Reagent MATGLOSS must be of a horn type.&lt;br /&gt;
&lt;br /&gt;
'''[ANY_PEARL_MATERIAL]''' - Reagent MATGLOSS must be of a pearl type (Excretion from sea creatures?)&lt;br /&gt;
&lt;br /&gt;
'''[USE_BODY_COMPONENT]''' - Reagent MATGLOSS must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
'''[METAL_ORE]''' - Reagent MATGLOSS must be a metal ore.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_WEB]''' - States that the material cannot be web (For making only plant/adamantine thread?).&lt;br /&gt;
&lt;br /&gt;
'''[WEB_ONLY]''' - States that the material has to be web (For making only silk thread?).&lt;br /&gt;
&lt;br /&gt;
'''[POTASHABLE]''' - The reagent must be able to be turned into pot ash.&lt;br /&gt;
&lt;br /&gt;
'''[EMPTY]''' - If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
'''[CONTAINS_LYE]''' - If the reagent is a container, it must contain LYE.&lt;br /&gt;
&lt;br /&gt;
'''[NOT_CONTAIN_BARREL_ITEM]''' - If the reagent is a Barrel, it must not contain an item that has to reside in a barrel (Such as alcohol?).&lt;br /&gt;
&lt;br /&gt;
'''[BAG]''' - Reagent has to be a bag.  Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead.&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
These are the results of a given reaction. There may be any number of such results.&lt;br /&gt;
&lt;br /&gt;
===Product Format===&lt;br /&gt;
 [PRODUCT:&amp;lt;CHANCE&amp;gt;:&amp;lt;QUANTITY&amp;gt;:&amp;lt;ITEM_TOKEN&amp;gt;:&amp;lt;ITEM_SUBTYPE&amp;gt;:&amp;lt;MATGLOSS&amp;gt;:&amp;lt;MATGLOSS_SUBTYPE&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;CHANCE&amp;gt;''' - This is the chance (As a percent) that the &amp;lt;QUANTITY&amp;gt; number of items will be created after this reaction completes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;QUANTITY&amp;gt;''' - This is the number of the item to be created.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_TOKEN&amp;gt;''' - This is the ITEM_TOKEN of the result.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;ITEM_SUBTYPE&amp;gt;''' - This is a ITEM_SUBTYPE listed in an actual Raw File.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS&amp;gt;''' - This is the MATGLOSS of the item. If you want to use the MATGLOSS information of a Reagent, then this is GET_MATERIAL_FROM_REAGENT:IDENTIFIER, where IDENTIFIER is the reagent's identifier in the reaction.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;MATGLOSS_SUBTYPE&amp;gt;''' - Refers to a specific item subtype, defined in the raws, of a specific MATGLOSS_TOKEN, such as PLANT_MAT:MUSHROOM_HELMET_PLUMP. If GET_MATERIAL_FROM_REAGENT was used in the MATGLOSS, you can specify a type, or you can state NONE, to recieve the MATGLOSS_SUBTYPE of the reagent.&lt;br /&gt;
&lt;br /&gt;
Note that vermin can be created by using code similar to: [PRODUCT:100:1:VERMIN:NO_SUBTYPE:ROACH_LARGE:ROACH_LARGE]&lt;br /&gt;
&lt;br /&gt;
===Product Modifiers===&lt;br /&gt;
Each product may have a zero, or more, modifiers following its declaration.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_TO_CONTAINER:&amp;lt;IDENTIFIER&amp;gt;]''' - This states that the product should be put into a specific container listed in as a reagent.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;IDENTIFIER&amp;gt;'' - Refers back to a reagent identifier.&lt;br /&gt;
&lt;br /&gt;
'''[PRODUCT_DIMENSIONS:&amp;lt;DIMENSION&amp;gt;]''' - Used to specify the dimensions of the object, primarily for use with bars, threads, and cloth.&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;DIMENSION&amp;gt;'' - The 'size' of the object, for use in reactions that require a certain amount of bars, threads and cloth. 'Normal' size is bars = 150, threads = 15000 and cloth = 10000.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Reaction Modifiers==&lt;br /&gt;
Reactions can be further modified by the adding zero or more of the following.&lt;br /&gt;
&lt;br /&gt;
'''[FUEL]''' - Which states that it must take some form of COAL (COKE or CHARCOAL) to fuel it. If the building requires magma, it's assumed that this tag is ignored.&lt;br /&gt;
&lt;br /&gt;
'''[AUTOMATIC]''' - Meaning that if the reagents are present, this reaction is automatically added to the work list of the building, such as 'Butcher Animal' at a Butcher's or 'Gather Web' at a Loom.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skills have to be associated with a reaction. This dictates what skill receives the experience and who can do the job. More than one skill can be associated with the reaction, but only the last SKILL on the list, that a dwarf can perform, receives experience.&lt;br /&gt;
&lt;br /&gt;
 [SKILL:&amp;lt;SKILL_TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;SKILL_TOKEN&amp;gt;''' - This is SKILL_TOKEN for the reaction.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Reaction&amp;diff=101142</id>
		<title>v0.31:Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Reaction&amp;diff=101142"/>
		<updated>2010-04-30T12:22:24Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Redirected page to DF2010:Reactions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Reactions]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Loosing&amp;diff=101139</id>
		<title>40d Talk:Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Loosing&amp;diff=101139"/>
		<updated>2010-04-30T12:11:38Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, normal prose style fits better than sounding like the OED. Should we go completely overboard and give pronunciation advice too? [[User:Anydwarf|Anydwarf]] 14:30, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you'd like to. This is a silly page - do with it what you will! Except, don't make it serious. --[[User:Savok|Savok]] 17:11, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== -_- ==&lt;br /&gt;
&lt;br /&gt;
Just because I made one mistake... --[[User:Peewee]], unsigned&lt;br /&gt;
&lt;br /&gt;
:You aren't the only one. --[[User:Savok|Savok]] 22:53, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Delete? ==&lt;br /&gt;
&lt;br /&gt;
People still make this mistake. I don't see anything wrong with trying to show people Exactly how they're wrong, rather than just a simple redirect, which they may never notice that could cause them to still think it's spelled loosing, and in some cases go through and replace an entire articles use of the word lose with the word loose. [[User:Shardok|Shardok]] 20:45, 24 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Don't delete it its hilarious! A perfect D for Dwarf. [[User:Elliott Thinas|Elliott Thinas]] 03:33, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I dont mind if it stays either --[[User:Koltom|Koltom]] 14:26, 25 August 2009 (UTC)&lt;br /&gt;
::+1 for keeping! Teh only peeple who will find it argh tho'se who knead too. Do'nt delete it, you loosers.--[[User:Albedo|Albedo]] 16:15, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::All right all right! I give in!  (I do like how a lot of the unpopular changes I've made lately have resulted in better pages anyway.  LMAO @ Albedo's comment on the main page) [[User:3lB33|3lB33]] 19:04, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
This page made my day. You guys should do effect/affect next. --[[User:HebaruSan|HebaruSan]] 21:37, 31 October 2009 (UTC)&lt;br /&gt;
:Oh Armok no! There way too many esoteric meanings to keep the page stable and it isn't pertinent to DF anyway.&lt;br /&gt;
::I agree with the latter poster; seems like an unnecessary page. Besides, who's so stupid as to confuse &amp;quot;losing&amp;quot; with &amp;quot;loosing&amp;quot;? If that elicits a, &amp;quot;Hey!&amp;quot; then go and finish up middle school before posting on here. ;P --[[Special:Contributions/76.110.216.178|76.110.216.178]] 03:34, 28 April 2010 (UTC)&lt;br /&gt;
:::Wow, that's nice. &amp;quot;Welcome to the internet, everyone's a douche!&amp;quot; Also confuses ignorance with stupidity and assumes everyone speaks English fluently/natively. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:11, 30 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=100641</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=100641"/>
		<updated>2010-04-28T22:00:49Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=100639</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=100639"/>
		<updated>2010-04-28T21:59:49Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Moved &amp;quot;they work like in 40d&amp;quot; to talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{fine}}&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.{{verify}}&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of {{L|magma-safe}} materials, unless the open tile is going to be submerged in magma.{{verify}}&lt;br /&gt;
** Exception: Wooden parts {{L|wear}} out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump Stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=100606</id>
		<title>v0.31:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=100606"/>
		<updated>2010-04-28T19:37:01Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{stub}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=100605</id>
		<title>v0.31:Flour</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Flour&amp;diff=100605"/>
		<updated>2010-04-28T19:36:48Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{stub}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=100603</id>
		<title>40d:Smoke</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoke&amp;diff=100603"/>
		<updated>2010-04-28T19:34:31Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Where there's '''smoke''', there's {{L|fire}}.  &lt;br /&gt;
&lt;br /&gt;
When items burn, they release smoke into the surrounding area.  The presence of smoke means that it is reasonably close to a source of fire, which can cause {{L|Losing|fun}} times.  If you see smoke, you have (or very recently had) a fire burning somewhere nearby and should take action.  ''(Since fire is deadly and can easily spread, this is bad enough by itself.)''&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarves}} that inhale smoke will get unhappy {{L|thoughts}}.  They also may get internal injuries or become {{L|unconscious}}.  &lt;br /&gt;
&lt;br /&gt;
Smoke will not go through closed doors, but it is apparently thick enough to hold doors open if it gets through.  Like {{L|miasma}}, smoke can easily cross {{L|z-level}}s up or down through openings.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Melting&amp;diff=100359</id>
		<title>v0.31:Melting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Melting&amp;diff=100359"/>
		<updated>2010-04-27T21:53:29Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Redirected page to DF2010:Melt item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Melt item]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Medical_status&amp;diff=99982</id>
		<title>Medical status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Medical_status&amp;diff=99982"/>
		<updated>2010-04-27T09:46:45Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[cv:Medical status]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=99978</id>
		<title>23a:Cavern map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=99978"/>
		<updated>2010-04-27T09:45:43Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
{{stub}} &amp;lt;!-- red links --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on Caverns in the current version of the game, please click [[cv:Cavern|here]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This article is a rough guide to what you can expect to find as you dig into the mountain. Every mountain in Dwarf Mode has the same internal geological features stretching from the top edge of the map to the bottom in a narrow band, found in the same sequence. From west to east, they are: the underground river, the chasm, the magma flow, the glowing pits, and adamantine. The first three features (river, chasm, and magma) zigzag back and forth quite a bit, so the gems and ores listed may occasionally be found slightly on the near side of the corresponding feature. For instance, you may find a vein of hematite extending just a little bit west of the chasm.&lt;br /&gt;
&lt;br /&gt;
Additionally, when mining gems, you will occasionally get a message that &amp;quot;a miner has found some &amp;lt;gem&amp;gt; mixed in with &amp;lt;some other gem&amp;gt;&amp;quot;. This can happen anywhere in the cave and will always produce a gem (of the same color) one level rarer than the type displayed in the cluster. For instance, rose quartz (red) may have red spinel mixed in with it, red spinel may have ruby, or ruby may have red diamond. As always, the Random Number Generator is both your enemy and your friend.&lt;br /&gt;
&lt;br /&gt;
Usually one kind of enemy humanoid will be predominant at each geological feature. For instance, if you encounter antmen at the chasm, you will not see many, if any, ratmen or batmen. However, you may still encounter any of the nonhumanoid enemies.&lt;br /&gt;
&lt;br /&gt;
==Initial rock==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;initial rock&amp;quot; is the part of the mountain that stretches from the mountain face to the cave river.&lt;br /&gt;
&lt;br /&gt;
New gems&lt;br /&gt;
&lt;br /&gt;
* Turquoise&lt;br /&gt;
* Rock crystal&lt;br /&gt;
* Rose quartz&lt;br /&gt;
* Aventurine&lt;br /&gt;
&lt;br /&gt;
New ore&lt;br /&gt;
&lt;br /&gt;
* Sphalerite (zinc ore; half of brass)&lt;br /&gt;
* Cassiterite (tin ore; half of bronze)&lt;br /&gt;
* Malachite (copper ore; half of bronze; half of brass)&lt;br /&gt;
* Galena (silver ore)&lt;br /&gt;
&lt;br /&gt;
==Cave river==&lt;br /&gt;
&lt;br /&gt;
This river is between 5 and 8 spaces wide, and twists and turns between roughly 48 spaces from the cliff face to about 103 spaces from the cliff face. It is surrounded by limestone 1-2 squares deep on both banks. &amp;quot;Offshoots&amp;quot; of the river will contain either waterfalls or small chasms. These offshoots will stay inside the range of the river, that is, offshoots would appear on the left side only when the river bends far to the right.&lt;br /&gt;
&lt;br /&gt;
Waterfalls and sinks&lt;br /&gt;
&lt;br /&gt;
Waterfalls appear at the ends of &amp;quot;offshoots&amp;quot; that flow downstream into river (i.e. offshoots that point north). In their center, they produce a &amp;quot;fine mist&amp;quot; which causes a happy thought for each dwarf that comes into contact with it.&lt;br /&gt;
&lt;br /&gt;
Sinks appear at the ends of &amp;quot;offshoots&amp;quot; that receive a downstream flow of water from a river (i.e. offshoots that point south ). They are surrounded by a few chasm tiles. A dwarf that falls in the water at the end of one of these channels will immediately die, with the message &amp;quot;Fell down a deep chasm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Frogman|Frogmen}}&lt;br /&gt;
* {{L|Lizardman|Lizardmen}}&lt;br /&gt;
* {{L|Snakeman|Snakemen}}&lt;br /&gt;
* {{L|Cave crocodile}}s&lt;br /&gt;
* {{L|Giant toad}}s&lt;br /&gt;
* {{L|Mud man|Mud men}}&lt;br /&gt;
&lt;br /&gt;
Directly interacting with the river (drinking, fishing, etc.) will trigger subsequent attacks from its denizens. Using wells built anywhere inside the mountain can also trigger attacks, which will sometimes cause enemies to emerge from the wells themselves.&lt;br /&gt;
&lt;br /&gt;
==After the river==&lt;br /&gt;
&lt;br /&gt;
New gems&lt;br /&gt;
&lt;br /&gt;
* Aquamarine&lt;br /&gt;
* Red spinel&lt;br /&gt;
* Chrysoberyl&lt;br /&gt;
* Opal&lt;br /&gt;
&lt;br /&gt;
==Chasm==&lt;br /&gt;
&lt;br /&gt;
This obstacle is between 3 and 5 spaces wide, and angles between 148 to 200 spaces from the cliff face. The chasm tends to make sharper turns than the river, and its offshoots are always straight and between 1 and 2 spaces wide.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Gremlin}}s&lt;br /&gt;
* {{L|Ratman|Ratmen}}&lt;br /&gt;
* {{L|Batman|Batmen}}&lt;br /&gt;
* {{L|Antman|Antmen}}&lt;br /&gt;
* {{L|Troll}}s&lt;br /&gt;
* {{L|Giant bat}}s&lt;br /&gt;
* {{L|Giant rat}}s&lt;br /&gt;
* {{L|Large rat}}s&lt;br /&gt;
* {{L|Naked mole dog}}s&lt;br /&gt;
* {{L|Troglodyte}}s &amp;lt;!-- lacks RIVERATTACK, so presumably only appears in caves in Adventurer mode --&amp;gt;&lt;br /&gt;
* {{L|Giant mole}}s&lt;br /&gt;
* {{L|Giant cave spider}}s&lt;br /&gt;
* {{L|Iron man|Iron men}}&lt;br /&gt;
&lt;br /&gt;
Chasming refuse will trigger attacks from chasm-based creatures. This can result in an extended series of attacks as creatures emerge, kill or get killed, and leave remains behind which get thrown into the chasm, triggering more attacks. Flooding the chasm with magma will increase attacks for a short time, then attacks will stop as the bottom of the chasm fills with magma (the center of the chasm turns red). Flooding the chasm with water may reduce attacks, but will never eliminate them.&lt;br /&gt;
&lt;br /&gt;
Attacks from trolls are very rare, but can be dangerous. Trolls are strong and are capable of destroying buildings (including doors and floodgates). Gremlins can throw levers, which can lead to all sorts of havoc, so hide your levers behind a door and a trap or two. But be warned, Gremlins themselves do not set off traps.&lt;br /&gt;
&lt;br /&gt;
==After the chasm==&lt;br /&gt;
&lt;br /&gt;
New gems&lt;br /&gt;
* Diamond&lt;br /&gt;
* Emerald&lt;br /&gt;
* Ruby &lt;br /&gt;
* Sapphire&lt;br /&gt;
&lt;br /&gt;
The following rare gems can only be found when mixed in with the above gems:&lt;br /&gt;
* Clear diamond&lt;br /&gt;
* Red diamond&lt;br /&gt;
* Green diamond&lt;br /&gt;
* Blue diamond&lt;br /&gt;
* Star sapphire&lt;br /&gt;
* Star ruby&lt;br /&gt;
&lt;br /&gt;
New ore&lt;br /&gt;
&lt;br /&gt;
* Gold Nuggets&lt;br /&gt;
* Platinum Nuggets&lt;br /&gt;
* Hematite (iron ore)&lt;br /&gt;
* Bituminous Coal (technically not an ore but with many related properties) &lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
This obstacle is between roughly 240 and 310 spaces from the cliff face, and is between 7 and 11 spaces wide. Only steel or adamantium may be used to create any bridges or aqueducts that cross it, though there is an exploit where only the topmost material selected to build a structure determines its material. The magma river is surrounded by obsidian 1-2 squares deep on both banks.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Fire imp}}s&lt;br /&gt;
* {{L|Fire man|Fire men}}&lt;br /&gt;
* {{L|Magma man|Magma men}}&lt;br /&gt;
&lt;br /&gt;
==The Pits==&lt;br /&gt;
&lt;br /&gt;
Digging past the magma is extremely dangerous. From about 330 to 360 spaces from the cliff face, 1x3 pits are randomly scattered. These pits are usually arranged such that it is impossible to completely avoid them when trying to dig past them (unless you're psychic). Demons emerge from pits not long after they are unearthed, so keep your military ready.&lt;br /&gt;
&lt;br /&gt;
Enemies&lt;br /&gt;
&lt;br /&gt;
* {{L|Frog demon}}s&lt;br /&gt;
* {{L|Spirit of fire|Spirits of fire}}&lt;br /&gt;
* {{L|Tentacle demon}}s&lt;br /&gt;
&lt;br /&gt;
Approximately a half-dozen demons will show up shortly after you first reach the pits, and not all at once. They are tougher than anything else you are likely to have encountered before this point, and can easily wipe out an entire fortress that is not thoroughly prepared for their arrival. They are wholly immune to traps, magma and steam. Frog demons can breathe underwater, but the others can't.&lt;br /&gt;
&lt;br /&gt;
Beyond the pits is one of the game's greatest rewards: adamantine.&lt;br /&gt;
&lt;br /&gt;
==Adamantine==&lt;br /&gt;
&lt;br /&gt;
The final part of the cave is a layer of adamantine in front of a cave system that you cannot go past (because the game simply won't scroll that far). The chasm occasionally sends a 1x10 cut to the left that is surrounded by adamantine. The adamantine is 1-2 squares thick on the edge of this chasm, much like limestone lines the edge of the cave river. Once you start mining adamantine, the game will check each season and use your total adamantine mined so far as a percentage chance to doom your fortress. When this happens, a one-season timer will start, and then the game will end with a screen describing how you have dug too deep, and released a demon. There is no safe level of adamantine to mine: Once you have mined any, your game will end eventually. You can find (and kill, if you're fast, lucky, and smart) this demon in Your Fortress In Adventure Mode if you find your old fortress again.&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_guide&amp;diff=99975</id>
		<title>Military guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_guide&amp;diff=99975"/>
		<updated>2010-04-27T09:42:47Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[cv:Military]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99967</id>
		<title>Dwarf Fortress Wiki talk:Article Consolidation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99967"/>
		<updated>2010-04-27T09:35:03Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* How about summary and individual pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== From [[Dwarf Fortress Wiki talk:Centralized Discussion|DFW:Centralized Discussion]] ==&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Gems are definitely going to have to be consolidated into their own article. Ores and other valuable stones have too much relevant information to stuff in a table, although the worthless stuff like microcline or slate should definitely be relegated to Table Land (presumably we'd have a Stones page, with extra pages for stuff like obsidian or hematite). I think following the example of articles from 40d is a good idea. -- 114.77.43.223&lt;br /&gt;
:::What is there to know about Hematite except what it makes and where it's found?  What makes it so useful is the metal, which is better described in the Iron page.  Seems perfect for a table to me, alongside the myriad other ores that get mined and smelted exactly the same way.  Obsidian on the other hand has a fairly unique property that wouldn't be well-described in the valuable stones table alone.  --[[Special:Contributions/71.17.242.69|71.17.242.69]] 06:28, 24 April 2010 (UTC)&lt;br /&gt;
I agree that ores/stones/gems should be in combined articles.  I think I could work on something like this today. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 24 April 2010 (UTC)&lt;br /&gt;
:Minerals having their own pages is fine with me. There's a bit of information that can be included on the odd page as well as values, pictures and a wikipedia link. Time is better spent elsewhere. One area that could use some looking into is which material is best for each weapon on the weapons article. It currently doesn't have any information on this at all. [[User:Richards|Richards]] 16:40, 24 April 2010 (UTC)&lt;br /&gt;
::What are minerals? *SCNR* --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
::The &amp;quot;best material&amp;quot; thing is likely to be in flux for some time until Toady gets the damage calculations and so on working. Eventually I'd expect to see something like this in the weapon articles though, naturally. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally I don't think &amp;quot;stubs&amp;quot; are a bad thing. Fish cleaner, fishery and fish cleaning may be put in one article+2 redirects, but there are other topics where there is not much to say, and that's just fine, too. With barely 1000 articles it is also rather silly to talk of clutter. How does Wikipedia manage then? Making ''additional'' guides and summarizations is of course useful (and linking to them).&lt;br /&gt;
::Stubs that stay stubs are a bad thing.  They bury searches in useless results.  Wikipedia does not have the problem of filling in hundreds of EMPTY articles following a premade structure that may no longer be relevant or even sensible.  And if they're staying stubs, really, they don't deserve a page.  --[[Special:Contributions/71.17.241.117|71.17.241.117]] 01:09, 25 April 2010 (UTC)&lt;br /&gt;
:::Er, that was me.  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am not sure why microcline should have it's own article..actually, it should. What I - and a lot of players? - like to do is dig down, find a new stone, look it up. Not just if it's valuable, but also in what layers it appears and if its worth to dig through it into the base layer that may contain interesting or specific stuff. So even when i see that microcline really is everywhere i may decide to not dig on there when I'm looking for, say, platinum. In any case I didn't like the way the table for &amp;quot;generic&amp;quot; stone was organized in the 40d space. As for gems I think we should have both. An article for every gem so i can just check it's value when I find it (before I mine it) without needing the browser search function to find it in a pages-long table, but a table too so we have a central place where one can compare gems with each other. --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
:A table would accomplish all that a lot better than an eternally empty stub or a fancy illustration of microcline would.  Why couldn't it have a column for value?  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also add that when you did a search for, say, Diamond, it would bring you to /whatever/page#Diamond but for some reason not forward you to Diamond in the page.  That could probably be fixed, so the search would work for you too. --[[Special:Contributions/71.17.241.117|71.17.241.117]] 03:30, 25 April 2010 (UTC)&lt;br /&gt;
:::That'll be because there's no heading &amp;quot;Diamond&amp;quot; on the Gem page, so the #Diamond part of the URL is effectively discarded. It'd be great if it could jump you to the right part of the table (i.e. where you end up when you hit Ctrl-F and type it in again) but I suspect that's a non-trivial job. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
::Are we clear on the definition of the word 'stub' here? If all there is to say about, say, granite is captured by the table (it's a low-value layer stone, these are its melting &amp;amp; boiling points, whatever) then does the fact that there isn't much text to go with it actually matter? The pictures from Commons and real-world info are nice (and don't fit into a table, though links to WP do of course) but they don't add game value to the article. &lt;br /&gt;
::I think I just convinced myself I ike having both pages and tables. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
By all means, create your giant tables and combined articles. Nobody will be against more useful content. However, please don't destroy the already existing stone and gem pages. If you really want them gone, we can discuss it ''after'' you've made a suitable replacement. [[User:VengefulDonut|VengefulDonut]] 04:42, 25 April 2010 (UTC)&lt;br /&gt;
: Well of course we'd want to replace them with a more useful resource before we remove them, and I also see the potential value in having specific pages, and also table pages.  So I might start working on that [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:33, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lumping everything into a table just means more work for a new player to find the information they are looking for.  Sure, it seems obvious to anyone that's played for more than a day that microcline is pretty but worthless, but new players shouldn't be forced to scroll through potentially confusing tables to find what they want. But big tables DO have value players both new and old, so having BOTH mega-tables and individual pages is the best solution, in my opinion.  The individual pages should however have very clear links to the main stone/gem/ore/etc. pages, plus any information that may be unique to that object.  Don't make it hard on newcomers just to &amp;quot;tidy things up&amp;quot; or whatever.  A wiki is about getting the relevant information to the user, and if the user wants to know about microcline, it should be as simple as typing it into the box.  (on an unrelated note, I apparently don't understand talk pages? why isn't mine signed like everyone elses?)&lt;br /&gt;
:I don't see how having the individual pages forwarding to these, quiet small really, tables would make it harder to find information. If anything it would be easier to find similar types of that item or other things in the same layer. The signature is done if you type ~ ~ ~ ~ without the spaces and is generally prefixed with a -- like so --[[User:Shades|Shades]] 14:58, 26 April 2010 (UTC)&lt;br /&gt;
::You really think this [[40d:Stone]] is a good way of presenting information, especially to new players? Particularly if they just struck, um, orthoclase? Well obviously you do, and other editors too. Well, I don't. [[40d:The Non-Dwarf's Guide to Rock]] is better, but still far from clearly laid out, complete and easily digested. This is not the editors fault, it's just too much info for a table (so either info is missing or it's bloated). (I ''do'' think, though, that both articles are a valuable ''addition'' to the wiki) If I enter orthoclase, I want info on orthoclase. I don't want to read 4 pages and then find orthoclase on the 5th, if I'm patient and lucky, and ''then'' learn less than from an &amp;quot;empty&amp;quot; &amp;quot;stub&amp;quot; like [[40d:Kimberlite]].  Lets make this wiki usable for all players? --[[User:Old Ancient|Old Ancient]] 15:23, 26 April 2010 (UTC)&lt;br /&gt;
:::2 more things: &lt;br /&gt;
&lt;br /&gt;
:::1) stubs: A WP stub is an article that does not contain ''enough'' info or might not even merit an article at all. This does not apply here. The possible lemmata are very limited and this will always be a really small wiki. A lemma is relevant if it is a game term. If there is not much to say about it, then the player has already gained enough from knowing ''that''. Short articles are '''good''' if they are complete.&lt;br /&gt;
:::2) &amp;quot;clutter&amp;quot;: Only auditors[http://en.wikipedia.org/wiki/Auditors_of_Reality] even perceive that. Not users. We have all the (name-)space in the world. I can imagine topics where info can be too fragmented if an overview article is missing, but have a look at how it's not trivial to even make clear what the [[40d:Restraint]] article is actually about; chains, ropes and restraints (AKA &amp;quot;Huh, why have i been redirected here??&amp;quot;). --[[User:Old Ancient|Old Ancient]] 15:45, 26 April 2010 (UTC)&lt;br /&gt;
::::Right now, when the wiki's just an empty skeleton, users can perceive the clutter quite clearly.  And the bigger the skeleton, the more work there is to do.  Pages can always be split out later if need be, but consolidation needs to happen now if ever. --[[User:Corona688|Corona688]] 06:49, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about summary and individual pages? ==&lt;br /&gt;
&lt;br /&gt;
So it seems like we have a lot of points about the value of individual pages, as well as the value of &amp;quot;combined&amp;quot; pages.  How about then we take each article that would apply to: [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] and put a single line at the top saying something to the effect of:&lt;br /&gt;
:''To view details on all &amp;lt;ore/gem/stones&amp;gt; see here''.&lt;br /&gt;
I think this gives value to users who want to look up a specific item, and also to users who want to see similar items.  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 26 April 2010 (UTC)&lt;br /&gt;
:That seems to be the way many people, myself included, are leaning. --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:28, 26 April 2010 (UTC)&lt;br /&gt;
:Though should 'Gems' not be singular for consistency? --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:29, 26 April 2010 (UTC)&lt;br /&gt;
::I think this would be the way to go. --[[User:Briess|Briess]] 20:40, 26 April 2010 (UTC)&lt;br /&gt;
::Details details ;).  Yes, it should.  Let's wait for some more comments on this. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:15, 27 April 2010 (UTC)&lt;br /&gt;
:I'm not sold on the value of individual pages.  Particularly when most of them aren't and won't ever be filled with anything but raws info, except the ones people have helpfully added spiffy pictures to.  Most of the arguments '''against''' tables here are arguments against ugly table arrangements, not tables in general.  If we put them in a table -- a '''good table''' with relevant information as one mineral per row, properly fast-forwarded to by the search -- it will be every bit as relevant and informative as the individual article without the search spam.  Having both essentially doubles the work and threatens to make the articles go out of sync with each other. --[[User:Corona688|Corona688]] 06:43, 27 April 2010 (UTC)&lt;br /&gt;
::Hard to get them out of sync if the data's pulled from the raws, I'd say. As far as I can see from the stone lookup template the raws in question are being stored somewhere centrally anyhow, so they should always be equal. -- [[User:Oddtwang of Dork|Oddtwang of Dork]] 09:35, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99664</id>
		<title>Dwarf Fortress Wiki talk:Article Consolidation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99664"/>
		<updated>2010-04-26T17:29:40Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* How about summary and individual pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== From [[Dwarf Fortress Wiki talk:Centralized Discussion|DFW:Centralized Discussion]] ==&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Gems are definitely going to have to be consolidated into their own article. Ores and other valuable stones have too much relevant information to stuff in a table, although the worthless stuff like microcline or slate should definitely be relegated to Table Land (presumably we'd have a Stones page, with extra pages for stuff like obsidian or hematite). I think following the example of articles from 40d is a good idea. -- 114.77.43.223&lt;br /&gt;
:::What is there to know about Hematite except what it makes and where it's found?  What makes it so useful is the metal, which is better described in the Iron page.  Seems perfect for a table to me, alongside the myriad other ores that get mined and smelted exactly the same way.  Obsidian on the other hand has a fairly unique property that wouldn't be well-described in the valuable stones table alone.  --[[Special:Contributions/71.17.242.69|71.17.242.69]] 06:28, 24 April 2010 (UTC)&lt;br /&gt;
I agree that ores/stones/gems should be in combined articles.  I think I could work on something like this today. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 24 April 2010 (UTC)&lt;br /&gt;
:Minerals having their own pages is fine with me. There's a bit of information that can be included on the odd page as well as values, pictures and a wikipedia link. Time is better spent elsewhere. One area that could use some looking into is which material is best for each weapon on the weapons article. It currently doesn't have any information on this at all. [[User:Richards|Richards]] 16:40, 24 April 2010 (UTC)&lt;br /&gt;
::What are minerals? *SCNR* --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
::The &amp;quot;best material&amp;quot; thing is likely to be in flux for some time until Toady gets the damage calculations and so on working. Eventually I'd expect to see something like this in the weapon articles though, naturally. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally I don't think &amp;quot;stubs&amp;quot; are a bad thing. Fish cleaner, fishery and fish cleaning may be put in one article+2 redirects, but there are other topics where there is not much to say, and that's just fine, too. With barely 1000 articles it is also rather silly to talk of clutter. How does Wikipedia manage then? Making ''additional'' guides and summarizations is of course useful (and linking to them).&lt;br /&gt;
::Stubs that stay stubs are a bad thing.  They bury searches in useless results.  Wikipedia does not have the problem of filling in hundreds of EMPTY articles following a premade structure that may no longer be relevant or even sensible.  And if they're staying stubs, really, they don't deserve a page.  --[[Special:Contributions/71.17.241.117|71.17.241.117]] 01:09, 25 April 2010 (UTC)&lt;br /&gt;
:::Er, that was me.  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am not sure why microcline should have it's own article..actually, it should. What I - and a lot of players? - like to do is dig down, find a new stone, look it up. Not just if it's valuable, but also in what layers it appears and if its worth to dig through it into the base layer that may contain interesting or specific stuff. So even when i see that microcline really is everywhere i may decide to not dig on there when I'm looking for, say, platinum. In any case I didn't like the way the table for &amp;quot;generic&amp;quot; stone was organized in the 40d space. As for gems I think we should have both. An article for every gem so i can just check it's value when I find it (before I mine it) without needing the browser search function to find it in a pages-long table, but a table too so we have a central place where one can compare gems with each other. --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
:A table would accomplish all that a lot better than an eternally empty stub or a fancy illustration of microcline would.  Why couldn't it have a column for value?  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also add that when you did a search for, say, Diamond, it would bring you to /whatever/page#Diamond but for some reason not forward you to Diamond in the page.  That could probably be fixed, so the search would work for you too. --[[Special:Contributions/71.17.241.117|71.17.241.117]] 03:30, 25 April 2010 (UTC)&lt;br /&gt;
:::That'll be because there's no heading &amp;quot;Diamond&amp;quot; on the Gem page, so the #Diamond part of the URL is effectively discarded. It'd be great if it could jump you to the right part of the table (i.e. where you end up when you hit Ctrl-F and type it in again) but I suspect that's a non-trivial job. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
::Are we clear on the definition of the word 'stub' here? If all there is to say about, say, granite is captured by the table (it's a low-value layer stone, these are its melting &amp;amp; boiling points, whatever) then does the fact that there isn't much text to go with it actually matter? The pictures from Commons and real-world info are nice (and don't fit into a table, though links to WP do of course) but they don't add game value to the article. &lt;br /&gt;
::I think I just convinced myself I ike having both pages and tables. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
By all means, create your giant tables and combined articles. Nobody will be against more useful content. However, please don't destroy the already existing stone and gem pages. If you really want them gone, we can discuss it ''after'' you've made a suitable replacement. [[User:VengefulDonut|VengefulDonut]] 04:42, 25 April 2010 (UTC)&lt;br /&gt;
: Well of course we'd want to replace them with a more useful resource before we remove them, and I also see the potential value in having specific pages, and also table pages.  So I might start working on that [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:33, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lumping everything into a table just means more work for a new player to find the information they are looking for.  Sure, it seems obvious to anyone that's played for more than a day that microcline is pretty but worthless, but new players shouldn't be forced to scroll through potentially confusing tables to find what they want. But big tables DO have value players both new and old, so having BOTH mega-tables and individual pages is the best solution, in my opinion.  The individual pages should however have very clear links to the main stone/gem/ore/etc. pages, plus any information that may be unique to that object.  Don't make it hard on newcomers just to &amp;quot;tidy things up&amp;quot; or whatever.  A wiki is about getting the relevant information to the user, and if the user wants to know about microcline, it should be as simple as typing it into the box.  (on an unrelated note, I apparently don't understand talk pages? why isn't mine signed like everyone elses?)&lt;br /&gt;
:I don't see how having the individual pages forwarding to these, quiet small really, tables would make it harder to find information. If anything it would be easier to find similar types of that item or other things in the same layer. The signature is done if you type ~ ~ ~ ~ without the spaces and is generally prefixed with a -- like so --[[User:Shades|Shades]] 14:58, 26 April 2010 (UTC)&lt;br /&gt;
::You really think this [[40d:Stone]] is a good way of presenting information, especially to new players? Particularly if they just struck, um, orthoclase? Well obviously you do, and other editors too. Well, I don't. [[40d:The Non-Dwarf's Guide to Rock]] is better, but still far from clearly laid out, complete and easily digested. This is not the editors fault, it's just too much info for a table (so either info is missing or it's bloated). (I ''do'' think, though, that both articles are a valuable ''addition'' to the wiki) If I enter orthoclase, I want info on orthoclase. I don't want to read 4 pages and then find orthoclase on the 5th, if I'm patient and lucky, and ''then'' learn less than from an &amp;quot;empty&amp;quot; &amp;quot;stub&amp;quot; like [[40d:Kimberlite]].  Lets make this wiki usable for all players? --[[User:Old Ancient|Old Ancient]] 15:23, 26 April 2010 (UTC)&lt;br /&gt;
:::2 more things: &lt;br /&gt;
&lt;br /&gt;
:::1) stubs: A WP stub is an article that does not contain ''enough'' info or might not even merit an article at all. This does not apply here. The possible lemmata are very limited and this will always be a really small wiki. A lemma is relevant if it is a game term. If there is not much to say about it, then the player has already gained enough from knowing ''that''. Short articles are '''good''' if they are complete.&lt;br /&gt;
:::2) &amp;quot;clutter&amp;quot;: Only auditors[http://en.wikipedia.org/wiki/Auditors_of_Reality] even perceive that. Not users. We have all the (name-)space in the world. I can imagine topics where info can be too fragmented if an overview article is missing, but have a look at how it's not trivial to even make clear what the [[40d:Restraint]] article is actually about; chains, ropes and restraints (AKA &amp;quot;Huh, why have i been redirected here??&amp;quot;). --[[User:Old Ancient|Old Ancient]] 15:45, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about summary and individual pages? ==&lt;br /&gt;
&lt;br /&gt;
So it seems like we have a lot of points about the value of individual pages, as well as the value of &amp;quot;combined&amp;quot; pages.  How about then we take each article that would apply to: [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] and put a single line at the top saying something to the effect of:&lt;br /&gt;
:''To view details on all &amp;lt;ore/gem/stones&amp;gt; see here''.&lt;br /&gt;
I think this gives value to users who want to look up a specific item, and also to users who want to see similar items.  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 26 April 2010 (UTC)&lt;br /&gt;
:That seems to be the way many people, myself included, are leaning. --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:28, 26 April 2010 (UTC)&lt;br /&gt;
:Though should 'Gems' not be singular for consistency? --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:29, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99663</id>
		<title>Dwarf Fortress Wiki talk:Article Consolidation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99663"/>
		<updated>2010-04-26T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* How about summary and individual pages? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== From [[Dwarf Fortress Wiki talk:Centralized Discussion|DFW:Centralized Discussion]] ==&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Gems are definitely going to have to be consolidated into their own article. Ores and other valuable stones have too much relevant information to stuff in a table, although the worthless stuff like microcline or slate should definitely be relegated to Table Land (presumably we'd have a Stones page, with extra pages for stuff like obsidian or hematite). I think following the example of articles from 40d is a good idea. -- 114.77.43.223&lt;br /&gt;
:::What is there to know about Hematite except what it makes and where it's found?  What makes it so useful is the metal, which is better described in the Iron page.  Seems perfect for a table to me, alongside the myriad other ores that get mined and smelted exactly the same way.  Obsidian on the other hand has a fairly unique property that wouldn't be well-described in the valuable stones table alone.  --[[Special:Contributions/71.17.242.69|71.17.242.69]] 06:28, 24 April 2010 (UTC)&lt;br /&gt;
I agree that ores/stones/gems should be in combined articles.  I think I could work on something like this today. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 24 April 2010 (UTC)&lt;br /&gt;
:Minerals having their own pages is fine with me. There's a bit of information that can be included on the odd page as well as values, pictures and a wikipedia link. Time is better spent elsewhere. One area that could use some looking into is which material is best for each weapon on the weapons article. It currently doesn't have any information on this at all. [[User:Richards|Richards]] 16:40, 24 April 2010 (UTC)&lt;br /&gt;
::What are minerals? *SCNR* --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
::The &amp;quot;best material&amp;quot; thing is likely to be in flux for some time until Toady gets the damage calculations and so on working. Eventually I'd expect to see something like this in the weapon articles though, naturally. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally I don't think &amp;quot;stubs&amp;quot; are a bad thing. Fish cleaner, fishery and fish cleaning may be put in one article+2 redirects, but there are other topics where there is not much to say, and that's just fine, too. With barely 1000 articles it is also rather silly to talk of clutter. How does Wikipedia manage then? Making ''additional'' guides and summarizations is of course useful (and linking to them).&lt;br /&gt;
::Stubs that stay stubs are a bad thing.  They bury searches in useless results.  Wikipedia does not have the problem of filling in hundreds of EMPTY articles following a premade structure that may no longer be relevant or even sensible.  And if they're staying stubs, really, they don't deserve a page.  --[[Special:Contributions/71.17.241.117|71.17.241.117]] 01:09, 25 April 2010 (UTC)&lt;br /&gt;
:::Er, that was me.  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am not sure why microcline should have it's own article..actually, it should. What I - and a lot of players? - like to do is dig down, find a new stone, look it up. Not just if it's valuable, but also in what layers it appears and if its worth to dig through it into the base layer that may contain interesting or specific stuff. So even when i see that microcline really is everywhere i may decide to not dig on there when I'm looking for, say, platinum. In any case I didn't like the way the table for &amp;quot;generic&amp;quot; stone was organized in the 40d space. As for gems I think we should have both. An article for every gem so i can just check it's value when I find it (before I mine it) without needing the browser search function to find it in a pages-long table, but a table too so we have a central place where one can compare gems with each other. --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
:A table would accomplish all that a lot better than an eternally empty stub or a fancy illustration of microcline would.  Why couldn't it have a column for value?  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also add that when you did a search for, say, Diamond, it would bring you to /whatever/page#Diamond but for some reason not forward you to Diamond in the page.  That could probably be fixed, so the search would work for you too. --[[Special:Contributions/71.17.241.117|71.17.241.117]] 03:30, 25 April 2010 (UTC)&lt;br /&gt;
:::That'll be because there's no heading &amp;quot;Diamond&amp;quot; on the Gem page, so the #Diamond part of the URL is effectively discarded. It'd be great if it could jump you to the right part of the table (i.e. where you end up when you hit Ctrl-F and type it in again) but I suspect that's a non-trivial job. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
::Are we clear on the definition of the word 'stub' here? If all there is to say about, say, granite is captured by the table (it's a low-value layer stone, these are its melting &amp;amp; boiling points, whatever) then does the fact that there isn't much text to go with it actually matter? The pictures from Commons and real-world info are nice (and don't fit into a table, though links to WP do of course) but they don't add game value to the article. &lt;br /&gt;
::I think I just convinced myself I ike having both pages and tables. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
By all means, create your giant tables and combined articles. Nobody will be against more useful content. However, please don't destroy the already existing stone and gem pages. If you really want them gone, we can discuss it ''after'' you've made a suitable replacement. [[User:VengefulDonut|VengefulDonut]] 04:42, 25 April 2010 (UTC)&lt;br /&gt;
: Well of course we'd want to replace them with a more useful resource before we remove them, and I also see the potential value in having specific pages, and also table pages.  So I might start working on that [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:33, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lumping everything into a table just means more work for a new player to find the information they are looking for.  Sure, it seems obvious to anyone that's played for more than a day that microcline is pretty but worthless, but new players shouldn't be forced to scroll through potentially confusing tables to find what they want. But big tables DO have value players both new and old, so having BOTH mega-tables and individual pages is the best solution, in my opinion.  The individual pages should however have very clear links to the main stone/gem/ore/etc. pages, plus any information that may be unique to that object.  Don't make it hard on newcomers just to &amp;quot;tidy things up&amp;quot; or whatever.  A wiki is about getting the relevant information to the user, and if the user wants to know about microcline, it should be as simple as typing it into the box.  (on an unrelated note, I apparently don't understand talk pages? why isn't mine signed like everyone elses?)&lt;br /&gt;
:I don't see how having the individual pages forwarding to these, quiet small really, tables would make it harder to find information. If anything it would be easier to find similar types of that item or other things in the same layer. The signature is done if you type ~ ~ ~ ~ without the spaces and is generally prefixed with a -- like so --[[User:Shades|Shades]] 14:58, 26 April 2010 (UTC)&lt;br /&gt;
::You really think this [[40d:Stone]] is a good way of presenting information, especially to new players? Particularly if they just struck, um, orthoclase? Well obviously you do, and other editors too. Well, I don't. [[40d:The Non-Dwarf's Guide to Rock]] is better, but still far from clearly laid out, complete and easily digested. This is not the editors fault, it's just too much info for a table (so either info is missing or it's bloated). (I ''do'' think, though, that both articles are a valuable ''addition'' to the wiki) If I enter orthoclase, I want info on orthoclase. I don't want to read 4 pages and then find orthoclase on the 5th, if I'm patient and lucky, and ''then'' learn less than from an &amp;quot;empty&amp;quot; &amp;quot;stub&amp;quot; like [[40d:Kimberlite]].  Lets make this wiki usable for all players? --[[User:Old Ancient|Old Ancient]] 15:23, 26 April 2010 (UTC)&lt;br /&gt;
:::2 more things: &lt;br /&gt;
&lt;br /&gt;
:::1) stubs: A WP stub is an article that does not contain ''enough'' info or might not even merit an article at all. This does not apply here. The possible lemmata are very limited and this will always be a really small wiki. A lemma is relevant if it is a game term. If there is not much to say about it, then the player has already gained enough from knowing ''that''. Short articles are '''good''' if they are complete.&lt;br /&gt;
:::2) &amp;quot;clutter&amp;quot;: Only auditors[http://en.wikipedia.org/wiki/Auditors_of_Reality] even perceive that. Not users. We have all the (name-)space in the world. I can imagine topics where info can be too fragmented if an overview article is missing, but have a look at how it's not trivial to even make clear what the [[40d:Restraint]] article is actually about; chains, ropes and restraints (AKA &amp;quot;Huh, why have i been redirected here??&amp;quot;). --[[User:Old Ancient|Old Ancient]] 15:45, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How about summary and individual pages? ==&lt;br /&gt;
&lt;br /&gt;
So it seems like we have a lot of points about the value of individual pages, as well as the value of &amp;quot;combined&amp;quot; pages.  How about then we take each article that would apply to: [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] and put a single line at the top saying something to the effect of:&lt;br /&gt;
:''To view details on all &amp;lt;ore/gem/stones&amp;gt; see here''.&lt;br /&gt;
I think this gives value to users who want to look up a specific item, and also to users who want to see similar items.  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 26 April 2010 (UTC)&lt;br /&gt;
:That seems to be the way many people, myself included, are leaning. --[[User:Oddtwang of Dork|Oddtwang of Dork]] 17:28, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99662</id>
		<title>v0.31:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99662"/>
		<updated>2010-04-26T17:27:53Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
'''Ores''' are a type of {{l|stone}} that can be used to create {{l|bar}}s of pure {{l|metal}}s and {{l|alloy}}s at the {{l|smelter}}.  Many ores are quite valuable as mined, and a {{l|mason}} or {{l|stone crafter}} can work them the same as any stone.  However, ores fall into the {{l|economic stone}} category, and so must be designated for non-restricted use in the {{l|z-stone}} menu.  Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy.&lt;br /&gt;
&lt;br /&gt;
All ores are {{l|fire-safe}} material.  Some are also {{l|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
Note that in some cases ore {{l|value#material value|value}} (given below) and {{l|metal}} value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.&lt;br /&gt;
&lt;br /&gt;
Metal ores with two possible metals listed below always create the first metal when {{l|smelting}}, but have a chance of creating the second metal as well. Different rules apply to creating alloys.&lt;br /&gt;
&lt;br /&gt;
Nearly all unmined ores are represented by the {{Raw Tile|£|#FFF|#000}} symbol.  Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|#FFF|#000}}, {{Raw Tile|%|#FFF|#000}}, and {{Raw Tile|~|#FFF|#000}}, respectively), as well as cinnabar and cobaltite (which appear as {{Raw Tile|£|#FFF|#000}} but cannot be refined into mercury or cobalt as they would be in real life).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Found in&lt;br /&gt;
! Metal created&lt;br /&gt;
! Value&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Raw adamantine|Raw&amp;lt;br /&amp;gt;Adamantine}} *||The depths||{{l|Adamantine}} *||250||300&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native aluminum|Aluminum, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(S)'''||{{l|Aluminum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Bismuthinite}}||{{l|Granite}}'''(S)'''||{{l|Bismuth}}||1||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Cassiterite}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Granite}}'''(V)'''||{{l|Tin}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native copper|Copper, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(V)''', {{l|Sandstone}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Galena}}||All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)''', All {{l|Metamorphic layer|Metamorphic}}'''(V)''', {{l|Granite}}'''(V)''', {{l|Limestone}}'''(V)'''||{{l|Lead}}, {{l|Silver|Silver (50%)}}||5||2 (10)&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Garnierite}}||{{l|Gabbro}}'''(V)'''||{{l|Nickel}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native gold|Gold, native}}||All {{l|stone|Igneous}}'''(V)''', All {{l|Alluvial layer|Alluvial}}'''(S)'''||{{l|Gold}}||30||30&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Hematite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)''', All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Horn silver}}||{{l|Native silver}}'''(S)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Limonite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Magnetite}}||All {{l|Sedimentary layer|Sedimentary}}'''(L)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Malachite}}||{{l|Limestone}}'''(V)''', {{l|Marble}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native platinum|Platinum, native}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Olivine}}'''(V)''', {{l|Magnetite}}'''(V)''', {{l|Chromite}}'''(S)'''||{{l|Platinum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native silver|Silver, native}}||{{l|Granite}}'''(V)''', {{l|Gneiss}}'''(V)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Sphalerite}}||All {{l|Metamorphic layer|Metamorphic}}'''(V)'''||{{l|Zinc}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Tetrahedrite}}||All {{l|Stone}}'''(V)'''||{{l|Copper}}, {{l|Silver|Silver (20%)}}||3||2 (10)&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|raw adamantine}}/{{l|adamantine}} does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.)''&lt;br /&gt;
&lt;br /&gt;
===See Also:===&lt;br /&gt;
&lt;br /&gt;
:* {{l|Smelting}}&lt;br /&gt;
:* {{l|Metal}}s&lt;br /&gt;
:* {{l|Vein|Clusters &amp;amp; Veins}}&lt;br /&gt;
:* {{l|Exploratory mining}}&lt;br /&gt;
:* {{l|The Non-Dwarf's Guide to Rock}}&lt;br /&gt;
:* {{l|stone}}&lt;br /&gt;
:* {{l|gem}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99661</id>
		<title>v0.31:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99661"/>
		<updated>2010-04-26T17:27:30Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{human}}&lt;br /&gt;
'''Ores''' are a type of {{l|stone}} that can be used to create {{l|bar}}s of pure {{l|metal}}s and {{l|alloy}}s at the {{l|smelter}}.  Many ores are quite valuable as mined, and a {{l|mason}} or {{l|stone crafter}} can work them the same as any stone.  However, ores fall into the {{l|economic stone}} category, and so must be designated for non-restricted use in the {{l|z-stone}} menu.  Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy.&lt;br /&gt;
&lt;br /&gt;
All ores are {{l|fire-safe}} material.  Some are also {{l|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
Note that in some cases ore {{l|value#material value|value}} (given below) and {{l|metal}} value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.&lt;br /&gt;
&lt;br /&gt;
Metal ores with two possible metals listed below always create the first metal when {{l|smelting}}, but have a chance of creating the second metal as well. Different rules apply to creating alloys.&lt;br /&gt;
&lt;br /&gt;
Nearly all unmined ores are represented by the {{Raw Tile|£|#FFF|#000}} symbol.  Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|#FFF|#000}}, {{Raw Tile|%|#FFF|#000}}, and {{Raw Tile|~|#FFF|#000}}, respectively), as well as cinnabar and cobaltite (which appear as {{Raw Tile|£|#FFF|#000}} but cannot be refined into mercury or cobalt as they would be in real life).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Found in&lt;br /&gt;
! Metal created&lt;br /&gt;
! Value&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Raw adamantine|Raw&amp;lt;br /&amp;gt;Adamantine}} *||The depths||{{l|Adamantine}} *||250||300&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native aluminum|Aluminum, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(S)'''||{{l|Aluminum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Bismuthinite}}||{{l|Granite}}'''(S)'''||{{l|Bismuth}}||1||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Cassiterite}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Granite}}'''(V)'''||{{l|Tin}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native copper|Copper, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(V)''', {{l|Sandstone}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Galena}}||All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)''', All {{l|Metamorphic layer|Metamorphic}}'''(V)''', {{l|Granite}}'''(V)''', {{l|Limestone}}'''(V)'''||{{l|Lead}}, {{l|Silver|Silver (50%)}}||5||2 (10)&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Garnierite}}||{{l|Gabbro}}'''(V)'''||{{l|Nickel}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native gold|Gold, native}}||All {{l|stone|Igneous}}'''(V)''', All {{l|Alluvial layer|Alluvial}}'''(S)'''||{{l|Gold}}||30||30&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Hematite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)''', All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Horn silver}}||{{l|Native silver}}'''(S)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Limonite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Magnetite}}||All {{l|Sedimentary layer|Sedimentary}}'''(L)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Malachite}}||{{l|Limestone}}'''(V)''', {{l|Marble}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native platinum|Platinum, native}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Olivine}}'''(V)''', {{l|Magnetite}}'''(V)''', {{l|Chromite}}'''(S)'''||{{l|Platinum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native silver|Silver, native}}||{{l|Granite}}'''(V)''', {{l|Gneiss}}'''(V)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Sphalerite}}||All {{l|Metamorphic layer|Metamorphic}}'''(V)'''||{{l|Zinc}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Tetrahedrite}}||All {{l|Stone}}'''(V)'''||{{l|Copper}}, {{l|Silver|Silver (20%)}}||3||2 (10)&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|raw adamantine}}/{{l|adamantine}} does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.)''&lt;br /&gt;
&lt;br /&gt;
===See Also:===&lt;br /&gt;
&lt;br /&gt;
:* {{l|Smelting}}&lt;br /&gt;
:* {{l|Metal}}s&lt;br /&gt;
:* {{l|Vein|Clusters &amp;amp; Veins}}&lt;br /&gt;
:* {{l|Exploratory mining}}&lt;br /&gt;
:* {{l|The Non-Dwarf's Guide to Rock}}&lt;br /&gt;
:* {{l|stone}}&lt;br /&gt;
:* {{l|gem}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99660</id>
		<title>v0.31:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ore&amp;diff=99660"/>
		<updated>2010-04-26T17:27:13Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{fine}}&lt;br /&gt;
'''Ores''' are a type of {{l|stone}} that can be used to create {{l|bar}}s of pure {{l|metal}}s and {{l|alloy}}s at the {{l|smelter}}.  Many ores are quite valuable as mined, and a {{l|mason}} or {{l|stone crafter}} can work them the same as any stone.  However, ores fall into the {{l|economic stone}} category, and so must be designated for non-restricted use in the {{l|z-stone}} menu.  Others can be combined when initially smelted into alloys, while others must first be made into bars of pure metal and then ''those'' combined to create the desired alloy.&lt;br /&gt;
&lt;br /&gt;
All ores are {{l|fire-safe}} material.  Some are also {{l|magma-safe}}.&lt;br /&gt;
&lt;br /&gt;
Note that in some cases ore {{l|value#material value|value}} (given below) and {{l|metal}} value are not the same (Bismuth, Iron ores). Alloys, too, often have a higher value than the ores/metals they are made of. In most cases furniture made from the ore is as valuable as furniture made from a pure (non-alloy) metal, while requiring one-third the raw materials and significantly less processing.&lt;br /&gt;
&lt;br /&gt;
Metal ores with two possible metals listed below always create the first metal when {{l|smelting}}, but have a chance of creating the second metal as well. Different rules apply to creating alloys.&lt;br /&gt;
&lt;br /&gt;
Nearly all unmined ores are represented by the {{Raw Tile|£|#FFF|#000}} symbol.  Exceptions are native aluminum, bismuthinite, and magnetite (which appear as {{Raw Tile|^|#FFF|#000}}, {{Raw Tile|%|#FFF|#000}}, and {{Raw Tile|~|#FFF|#000}}, respectively), as well as cinnabar and cobaltite (which appear as {{Raw Tile|£|#FFF|#000}} but cannot be refined into mercury or cobalt as they would be in real life).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ore&lt;br /&gt;
! Found in&lt;br /&gt;
! Metal created&lt;br /&gt;
! Value&lt;br /&gt;
! Metal value&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Raw adamantine|Raw&amp;lt;br /&amp;gt;Adamantine}} *||The depths||{{l|Adamantine}} *||250||300&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native aluminum|Aluminum, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(S)'''||{{l|Aluminum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Bismuthinite}}||{{l|Granite}}'''(S)'''||{{l|Bismuth}}||1||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Cassiterite}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Granite}}'''(V)'''||{{l|Tin}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native copper|Copper, native}}||All {{l|Igneous extrusive layer|Igneous Extrusive}}'''(V)''', {{l|Sandstone}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Galena}}||All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)''', All {{l|Metamorphic layer|Metamorphic}}'''(V)''', {{l|Granite}}'''(V)''', {{l|Limestone}}'''(V)'''||{{l|Lead}}, {{l|Silver|Silver (50%)}}||5||2 (10)&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Garnierite}}||{{l|Gabbro}}'''(V)'''||{{l|Nickel}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native gold|Gold, native}}||All {{l|stone|Igneous}}'''(V)''', All {{l|Alluvial layer|Alluvial}}'''(S)'''||{{l|Gold}}||30||30&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Hematite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)''', All {{l|Igneous extrusive layer|Igneous extrusive}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Horn silver}}||{{l|Native silver}}'''(S)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Limonite}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Magnetite}}||All {{l|Sedimentary layer|Sedimentary}}'''(L)'''||{{l|Iron}}||8||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Malachite}}||{{l|Limestone}}'''(V)''', {{l|Marble}}'''(V)'''||{{l|Copper}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native platinum|Platinum, native}}||All {{l|Alluvial layer|Alluvial}}'''(S)''', {{l|Olivine}}'''(V)''', {{l|Magnetite}}'''(V)''', {{l|Chromite}}'''(S)'''||{{l|Platinum}}||40||40&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Native silver|Silver, native}}||{{l|Granite}}'''(V)''', {{l|Gneiss}}'''(V)'''||{{l|Silver}}||10||10&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Sphalerite}}||All {{l|Metamorphic layer|Metamorphic}}'''(V)'''||{{l|Zinc}}||2||2&lt;br /&gt;
|-&lt;br /&gt;
|{{l|Tetrahedrite}}||All {{l|Stone}}'''(V)'''||{{l|Copper}}, {{l|Silver|Silver (20%)}}||3||2 (10)&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|raw adamantine}}/{{l|adamantine}} does not follow all the usual rules for an ore/metal in several respects - see article for full discussion.)''&lt;br /&gt;
&lt;br /&gt;
===See Also:===&lt;br /&gt;
&lt;br /&gt;
:* {{l|Smelting}}&lt;br /&gt;
:* {{l|Metal}}s&lt;br /&gt;
:* {{l|Vein|Clusters &amp;amp; Veins}}&lt;br /&gt;
:* {{l|Exploratory mining}}&lt;br /&gt;
:* {{l|The Non-Dwarf's Guide to Rock}}&lt;br /&gt;
:* {{l|stone}}&lt;br /&gt;
:* {{l|gem}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore|*]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=99436</id>
		<title>v0.31:Trap component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trap_component&amp;diff=99436"/>
		<updated>2010-04-26T12:55:35Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* Large, serrated disc */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{human}}&lt;br /&gt;
Any {{L|weapon}} in Fortress Mode can be placed into a {{L|Trap#Weapon Trap|weapon trap}}.  However, there are five '''trap components''', or '''trap weapons''', that are ''specifically'' for weapons traps (and two also have additional uses).  As with any weapon, a total of up to 10 of these can be put in a single weapon trap, creating a true &amp;quot;Indiana Jones&amp;quot; type of threat to any beast of any size, and potentially simply making a fine mince (or paste, depending on the weapons) of lesser creatures.  &lt;br /&gt;
In the order they appear on the various menus, they are the '''menacing spike''', the '''serrated disc''', the '''spiked ball''', the '''enormous corkscrew''', and the '''giant axe blade'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
In Adventure Mode, these trap components can actually be wielded in combat; in Fortress Mode, their only meaningful use is in your mechanics' contraptions.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of {{L|metal}}s (by a {{L|weaponsmith}}) or {{L|glass}} (by a {{L|glassmaker}}), with appropriate damage. Three can also be made out of {{L|wood}} (by a {{L|carpenter}}), as noted below, which can be useful in getting some heavy weapons traps set up before you have a steady {{L|smelting}} operation going, or if you are short on metal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Is this true?&lt;br /&gt;
Trap weapons also provide the highest return of any weapon for {{L|melt}}ing, 50%, compared to 30-40% for conventional weapons, which is good to know for training {{L|weaponsmith}}s on maps with little metal.--&amp;gt;&lt;br /&gt;
Trap components are a separate sub-section of a {{L|forge}} menu, but are at the bottom of the general {{L|glass furnace}} or {{L|carpenter's workshop}} menus.&lt;br /&gt;
&lt;br /&gt;
==The 5 trap weapons==&lt;br /&gt;
===Menacing spike===&lt;br /&gt;
&lt;br /&gt;
The '''menacing spike''' can be mounted in both traditional {{L|Trap#Weapon_trap|weapon traps}} and {{L|Trap#Upright_Spear/Spike|upright spike traps}}, which act quite differently.  Its small contact size and high penetration depth makes it a decent choice against enemies with impale-able internal organs.&lt;br /&gt;
&lt;br /&gt;
Menacing spikes can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Large, serrated disc===&lt;br /&gt;
'''Large, serrated discs''' deal large amounts of damage, and have a tendency to sever their victims' limbs. While amusing, this can create several {{L|hauling}} tasks for {{L|dwarves}} as they have to move each severed body part to a {{L|butcher's shop}} or {{L|stockpile|refuse pile}}. Large serrated discs attack three times, giving them a very high damage potential.&lt;br /&gt;
&lt;br /&gt;
===Spiked ball===&lt;br /&gt;
The '''spiked ball''' doesn't deal a blunt attack at all, but it does do three attacks with its spikes. Like the menacing spike, it has only a small contact area, but also has a very low penetration depth.&lt;br /&gt;
&lt;br /&gt;
Spiked balls can also be made from {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Enormous corkscrew===&lt;br /&gt;
&lt;br /&gt;
'''Enormous corkscrews''' can be used as components in {{L|Trap}}s as well as for {{L|screw pump}}s. As a result, the corkscrews from unneeded screw pumps can be used to make serviceable weapon traps.&lt;br /&gt;
&lt;br /&gt;
The enormous corkscrew performs a small contact area deeply penetrating attack, much like the menacing spike. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
Enormous corkscrews can also be made from 1 {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
===Giant axe blade===&lt;br /&gt;
&lt;br /&gt;
The '''giant axe blade''' is a very similar weapon to the large, serrated disc, but only strikes once, compared to the disc's three attacks. However, due to its larger size, its single attack is stronger than each of the large, serrated disc's. It is currently unknown which of these two trap components is the strongest over all.&lt;br /&gt;
&lt;br /&gt;
==Data &amp;amp; comparison==&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Size !! Number of hits !! Contact Area !! Penetration Depth !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| Giant axe blade || 1600 || 1 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Enormous corkscrew&amp;amp;dagger; || 1600 || 1 || 100 || 10000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spiked ball || 1000 || 3 || 10 || 200 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| Large, serrated disc || 1000 || 3 || 100000 || 10000 || No&lt;br /&gt;
|-&lt;br /&gt;
| Menacing spike&amp;amp;Dagger; || 1600 || 1 || 10 || 6000 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in {{l|screw pump|screw pump}}s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in {{l|Trap#Upright_Spear/Spike|upright spike traps}}.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:''(This data has been compiled from raw/objects/item_trapcomp.txt)''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:*{{l|Weapon}}&lt;br /&gt;
:*{{l|Trap}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=99435</id>
		<title>v0.31:Blade weed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Blade_weed&amp;diff=99435"/>
		<updated>2010-04-26T12:54:16Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Crop|color={{color|2|0}}|seed_color={{color|0|1}}|character=τ|name=Blade weed|seed=Blade weed seed&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1&lt;br /&gt;
|habitat=Not freezing (Dry)&lt;br /&gt;
|uses=&lt;br /&gt;
* {{L|Dye}}&lt;br /&gt;
|other_products=&lt;br /&gt;
* {{L|Dye|Emerald dye}} (Mill)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blade weed''' is a plant used only to make emerald {{L|dye}} at a {{L|millstone|mill}} or {{L|quern}}.  They can be planted outdoors any time of year and can be collected by {{L|gather plants|gathering plants}} in any dry non-freezing {{L|biome}}.&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500{{verify}}&lt;br /&gt;
* Plant value: 4&lt;br /&gt;
* Mill value: 20&lt;br /&gt;
* Dye color: Emerald&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*{{L|List of crops|List of crops}}&lt;br /&gt;
*{{L|The clothing industry|The clothing industry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[PLANT:WEED_BLADE]&lt;br /&gt;
	[NAME:blade weed][NAME_PLURAL:blade weed][ADJ:blade weed]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
		[MATERIAL_VALUE:2]&lt;br /&gt;
	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
	[PICKED_TILE:231][PICKED_COLOR:2:0:0]&lt;br /&gt;
	[DRY][BIOME:NOT_FREEZING]&lt;br /&gt;
	[VALUE:2]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]&lt;br /&gt;
		[STATE_NAME_ADJ:ALL_SOLID:emerald dye]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:EMERALD]&lt;br /&gt;
		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
		[MATERIAL_VALUE:20]&lt;br /&gt;
		[POWDER_DYE:EMERALD]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
	[MILL:LOCAL_PLANT_MAT:MILL]&lt;br /&gt;
	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
	[FREQUENCY:25]&lt;br /&gt;
	[CLUSTERSIZE:5]&lt;br /&gt;
	[PREFSTRING:stiff, triangular leaves]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
		[EDIBLE_VERMIN]&lt;br /&gt;
		[EDIBLE_COOKED]&lt;br /&gt;
	[SEED:blade weed seed:blade weed seeds:0:0:1:LOCAL_PLANT_MAT:SEED]}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Surface crops}}&lt;br /&gt;
{{Category|Non-brewable plants}}&lt;br /&gt;
{{Category|Inedible plants}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=99434</id>
		<title>v0.31:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Burrow&amp;diff=99434"/>
		<updated>2010-04-26T12:53:50Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other area selections, burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also unlike most other area selections, they may overlap. Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow. You can also set the colors and symbols used for different burrows to help tell them apart.  A burrow may span multiple Z levels, so long as a means of getting from one Z level to another is within the Burrow zone.&lt;br /&gt;
&lt;br /&gt;
Unlike {{L|activity zone}}s, burrows can also be extended through not-yet revealed tiles, thus allowing to designate &amp;quot;mining zones&amp;quot; for differently {{L|skill}}ed miners.&lt;br /&gt;
&lt;br /&gt;
== Defending and restricting burrows ==&lt;br /&gt;
&lt;br /&gt;
''Full article: {{l|Scheduling}}&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to {{l|squads}} and civilians during {{l|Scheduling#Alert levels|alerts}}. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
Similarly, civilians may be set to only operate within a burrow or set of burrows. They will only leave these burrows when they are dying of hunger/thirst. This is a nice way to ensure your dwarves will work in the mini-fortress you dug out for them (a bed, table/chair, and smelter near magma for example).&lt;br /&gt;
&lt;br /&gt;
==Pathfinding Problems==&lt;br /&gt;
In {{version|0.31.01}} pathfinding problems can cause a variety of problems. A common symptom of a pathfinding problem is to see a large percentage of your dwarves suddenly go idle. This can be caused by a single dwarf that is '''stuck'''. There may be other things that will cause pathfinding problems as well. This subject is not terribly well understood just yet but here are some steps that may prove useful in resolving any issues that arise.&lt;br /&gt;
*save, exit, and reload your fortress clears many pathfinding issues. This is believed to be due to some sort of caching behavior with pathfinding.&lt;br /&gt;
*deleting all burrows can also be a solution when dwarves get '''stuck''', once they are fixed you can attempt to recreate your burrows if desired.&lt;br /&gt;
*stripping all labors from a dwarf that is '''stuck''' may help shut him up long enough to rescue him.&lt;br /&gt;
&lt;br /&gt;
Most (all?) pathfinding problems have been fixed in {{version|0.31.03}}.&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=99433</id>
		<title>v0.31:Combat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Combat&amp;diff=99433"/>
		<updated>2010-04-26T12:52:56Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to refer to {{L|combat skill}}s, {{L|military}}, or {{L|squad}}s.)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Green_zircon&amp;diff=99432</id>
		<title>v0.31:Green zircon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Green_zircon&amp;diff=99432"/>
		<updated>2010-04-26T12:52:40Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cloth&amp;diff=99431</id>
		<title>v0.31:Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cloth&amp;diff=99431"/>
		<updated>2010-04-26T12:52:06Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Cloth is made from either plant fiber or silk:&lt;br /&gt;
* {{l|cave spider}} silk, found in underground caverns&lt;br /&gt;
* {{l|phantom spider}} silk, found in evil forests&lt;br /&gt;
* {{l|giant cave spider}} silk, found near giant cave spiders&lt;br /&gt;
* {{l|rope reed}}, found/grown above ground&lt;br /&gt;
* {{l|pig tail}}, found/grown underground&lt;br /&gt;
&lt;br /&gt;
{{l|Elf|Elves}} bring large amounts of rope reed cloth when they arrive for trading in the spring.&lt;br /&gt;
&lt;br /&gt;
One newly made piece of cloth is worth 10000 'cloth units' and a {{l|thread}} is worth 15000 units of thread, according to {{l|Healthcare|the hospital}}.&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=99429</id>
		<title>v0.31 Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elf&amp;diff=99429"/>
		<updated>2010-04-26T12:49:59Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Confirm that trading leather is a no no? [[User:Cpad|Cpad]] 02:04, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:see update. leather is fine in all forms. --[[User:Birthright|Birthright]] 16:53, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Needs game data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Creatures that you purchase from them do not appear to breed, even if you have enough of both genders chained or caged in close proximity. Perhaps the elves practice spay/neuter policies with the creatures they trade? [[User:Volouscheur|Volouscheur]] 21:59, 21 April 2010 (UTC)&lt;br /&gt;
:That's nothing to do with Elves, it's just that caged animals don't breed. Not sure about chained ones. Incidentally, proximity has nothing to do with breeding at present - everything seems to reproduce through spores :) [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Removed text==&lt;br /&gt;
&lt;br /&gt;
Removed this section as it's not encyclopaedic (or very well-written):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;quote&amp;gt;They are hypocritical, cowardly (Choosing ranged weapons over axes), and &amp;quot;ye best keep your wits about ye&amp;quot; when they are on your map. To sum things up they are not Dwarves... or even Humans (Or even close to Humans), and should therefore be treated as enemies.&amp;lt;/quote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It might be worth including something to the effect of &amp;quot;many players refer to the Elves as 'treehugging hippies' and the like&amp;quot;.&lt;br /&gt;
[[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
&lt;br /&gt;
Can anyone verify that Elves still demand you limit deforestation in 0.31? [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:49, 26 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=99428</id>
		<title>v0.31:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=99428"/>
		<updated>2010-04-26T12:45:03Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Elf&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color={{COLOR:3:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized creature dedicated to the ruthless protection of nature''&lt;br /&gt;
&lt;br /&gt;
Elves are humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive during the Spring. During {{L|trade}}, elves will '''not''' accept wood, wooden items or any goods {{:|Decoration|decorated}} with wood. This includes  ''clear'' {{l|glass}} items and soap, presumably because wood-derived {{L|potash}} and {{L|pearlash}} are used in their production. Elves will, however, gladly trade you their own wooden items. They will not, however, accept their wooden items back. Be careful to not offer them your wooden bins or barrels. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot.&lt;br /&gt;
&lt;br /&gt;
Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an {{l|ambush}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone, shell, silk, leather and plant fiber cloth, meat, fish, totems and even plants. They will accept animals in trade, as long as their {{L|Cage|cages}} are not wooden.&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass, ''raw'' crystal glass and raw green glass. (Which are classified as gems, possibly this makes the elves ignore the {{l|pearlash}} used in the first two.)&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if they accept crystal glass ''items'' (a rather scarce trade good anyway).&lt;br /&gt;
&lt;br /&gt;
Elves generally bring all kinds of wooden items like barrels and cages, animals, alcohol, plant fiber and its products as well as small quantities of weapons and plants.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=99427</id>
		<title>v0.31:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elf&amp;diff=99427"/>
		<updated>2010-04-26T12:44:47Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Elf&lt;br /&gt;
|symbol=E&lt;br /&gt;
|color={{COLOR:3:0:0}}&lt;br /&gt;
|biome=&lt;br /&gt;
* Any&lt;br /&gt;
|butcher=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized creature dedicated to the ruthless protection of nature''&lt;br /&gt;
&lt;br /&gt;
Elves are humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive during the Spring. During {{L|trade}}, elves will '''not''' accept wood, wooden items or any goods {{:|Decoration|decorated}} with wood. This includes  ''clear'' {{l|glass}} items and soap, presumably because wood-derived {{L|potash}} and {{L|Pearlash}} are used in their production. Elves will, however, gladly trade you their own wooden items. They will not, however, accept their wooden items back. Be careful to not offer them your wooden bins or barrels. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot.&lt;br /&gt;
&lt;br /&gt;
Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an {{l|ambush}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone, shell, silk, leather and plant fiber cloth, meat, fish, totems and even plants. They will accept animals in trade, as long as their {{L|Cage|cages}} are not wooden.&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass, ''raw'' crystal glass and raw green glass. (Which are classified as gems, possibly this makes the elves ignore the {{l|pearlash}} used in the first two.)&lt;br /&gt;
&lt;br /&gt;
It is currently unknown if they accept crystal glass ''items'' (a rather scarce trade good anyway).&lt;br /&gt;
&lt;br /&gt;
Elves generally bring all kinds of wooden items like barrels and cages, animals, alcohol, plant fiber and its products as well as small quantities of weapons and plants.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=99426</id>
		<title>v0.31:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=99426"/>
		<updated>2010-04-26T12:36:56Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Elven}}&lt;br /&gt;
Several minerals and gems are specified to occur within '''alluvial layers'''. However, it is unclear if Dwarf Fortress considers '''any''' layer &amp;quot;alluvial&amp;quot;{{Verify}}.&lt;br /&gt;
&lt;br /&gt;
If such layers were encountered, they would contain small clusters of any of...&lt;br /&gt;
:*{{L|native gold}}&lt;br /&gt;
:*{{L|native platinum}}&lt;br /&gt;
:*{{L|cassiterite}}&lt;br /&gt;
:*jade {{L|gem}}s (blue, lavender, pink, white, and green)&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=99425</id>
		<title>v0.31:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Alluvial_layer&amp;diff=99425"/>
		<updated>2010-04-26T12:36:10Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Elven}}&lt;br /&gt;
Several minerals and gems are specified to occur within '''alluvial layers'''. However, it is unclear if Dwarf Fortress considers '''any''' layer &amp;quot;alluvial&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If such layers were encountered, they would contain small clusters of any of...&lt;br /&gt;
:*{{L|native gold}}&lt;br /&gt;
:*{{L|native platinum}}&lt;br /&gt;
:*{{L|cassiterite}}&lt;br /&gt;
:*jade {{L|gem}}s (blue, lavender, pink, white, and green)&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99424</id>
		<title>Dwarf Fortress Wiki talk:Article Consolidation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Article_Consolidation&amp;diff=99424"/>
		<updated>2010-04-26T12:31:30Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== From [[Dwarf Fortress Wiki talk:Centralized Discussion|DFW:Centralized Discussion]] ==&lt;br /&gt;
:Will any articles be pruned away or merged?  In the jump from 40D to v31 a lot of articles that used to be served well by tables seem to have become their own articles, which really clutters the place up and scatters information all over unfindably.  Stones, ores, and gems are the most obvious, they really only need three tables instead of hundreds of articles. --[[User:Corona688|Corona688]] 19:53, 23 April 2010 (UTC)&lt;br /&gt;
::Gems are definitely going to have to be consolidated into their own article. Ores and other valuable stones have too much relevant information to stuff in a table, although the worthless stuff like microcline or slate should definitely be relegated to Table Land (presumably we'd have a Stones page, with extra pages for stuff like obsidian or hematite). I think following the example of articles from 40d is a good idea. -- 114.77.43.223&lt;br /&gt;
:::What is there to know about Hematite except what it makes and where it's found?  What makes it so useful is the metal, which is better described in the Iron page.  Seems perfect for a table to me, alongside the myriad other ores that get mined and smelted exactly the same way.  Obsidian on the other hand has a fairly unique property that wouldn't be well-described in the valuable stones table alone.  --[[Special:Contributions/71.17.242.69|71.17.242.69]] 06:28, 24 April 2010 (UTC)&lt;br /&gt;
I agree that ores/stones/gems should be in combined articles.  I think I could work on something like this today. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:26, 24 April 2010 (UTC)&lt;br /&gt;
:Minerals having their own pages is fine with me. There's a bit of information that can be included on the odd page as well as values, pictures and a wikipedia link. Time is better spent elsewhere. One area that could use some looking into is which material is best for each weapon on the weapons article. It currently doesn't have any information on this at all. [[User:Richards|Richards]] 16:40, 24 April 2010 (UTC)&lt;br /&gt;
::What are minerals? *SCNR* --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
::The &amp;quot;best material&amp;quot; thing is likely to be in flux for some time until Toady gets the damage calculations and so on working. Eventually I'd expect to see something like this in the weapon articles though, naturally. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Generally I don't think &amp;quot;stubs&amp;quot; are a bad thing. Fish cleaner, fishery and fish cleaning may be put in one article+2 redirects, but there are other topics where there is not much to say, and that's just fine, too. With barely 1000 articles it is also rather silly to talk of clutter. How does Wikipedia manage then? Making ''additional'' guides and summarizations is of course useful (and linking to them).&lt;br /&gt;
::Stubs that stay stubs are a bad thing.  They bury searches in useless results.  Wikipedia does not have the problem of filling in hundreds of EMPTY articles following a premade structure that may no longer be relevant or even sensible.  And if they're staying stubs, really, they don't deserve a page.  --[[Special:Contributions/71.17.241.117|71.17.241.117]] 01:09, 25 April 2010 (UTC)&lt;br /&gt;
:::Er, that was me.  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I am not sure why microcline should have it's own article..actually, it should. What I - and a lot of players? - like to do is dig down, find a new stone, look it up. Not just if it's valuable, but also in what layers it appears and if its worth to dig through it into the base layer that may contain interesting or specific stuff. So even when i see that microcline really is everywhere i may decide to not dig on there when I'm looking for, say, platinum. In any case I didn't like the way the table for &amp;quot;generic&amp;quot; stone was organized in the 40d space. As for gems I think we should have both. An article for every gem so i can just check it's value when I find it (before I mine it) without needing the browser search function to find it in a pages-long table, but a table too so we have a central place where one can compare gems with each other. --[[User:Birthright|Birthright]] 19:43, 24 April 2010 (UTC)&lt;br /&gt;
:A table would accomplish all that a lot better than an eternally empty stub or a fancy illustration of microcline would.  Why couldn't it have a column for value?  --[[User:Corona688|Corona688]] 01:11, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also add that when you did a search for, say, Diamond, it would bring you to /whatever/page#Diamond but for some reason not forward you to Diamond in the page.  That could probably be fixed, so the search would work for you too. --[[Special:Contributions/71.17.241.117|71.17.241.117]] 03:30, 25 April 2010 (UTC)&lt;br /&gt;
:::That'll be because there's no heading &amp;quot;Diamond&amp;quot; on the Gem page, so the #Diamond part of the URL is effectively discarded. It'd be great if it could jump you to the right part of the table (i.e. where you end up when you hit Ctrl-F and type it in again) but I suspect that's a non-trivial job. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
::Are we clear on the definition of the word 'stub' here? If all there is to say about, say, granite is captured by the table (it's a low-value layer stone, these are its melting &amp;amp; boiling points, whatever) then does the fact that there isn't much text to go with it actually matter? The pictures from Commons and real-world info are nice (and don't fit into a table, though links to WP do of course) but they don't add game value to the article. &lt;br /&gt;
::I think I just convinced myself I ike having both pages and tables. [[User:Oddtwang of Dork|Oddtwang of Dork]] 12:31, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
By all means, create your giant tables and combined articles. Nobody will be against more useful content. However, please don't destroy the already existing stone and gem pages. If you really want them gone, we can discuss it ''after'' you've made a suitable replacement. [[User:VengefulDonut|VengefulDonut]] 04:42, 25 April 2010 (UTC)&lt;br /&gt;
: Well of course we'd want to replace them with a more useful resource before we remove them, and I also see the potential value in having specific pages, and also table pages.  So I might start working on that [[DF2010:Ore]] / [[DF2010:Gems]] / [[DF2010:Stone]] [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 13:33, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Lumping everything into a table just means more work for a new player to find the information they are looking for.  Sure, it seems obvious to anyone that's played for more than a day that microcline is pretty but worthless, but new players shouldn't be forced to scroll through potentially confusing tables to find what they want. But big tables DO have value players both new and old, so having BOTH mega-tables and individual pages is the best solution, in my opinion.  The individual pages should however have very clear links to the main stone/gem/ore/etc. pages, plus any information that may be unique to that object.  Don't make it hard on newcomers just to &amp;quot;tidy things up&amp;quot; or whatever.  A wiki is about getting the relevant information to the user, and if the user wants to know about microcline, it should be as simple as typing it into the box.  (on an unrelated note, I apparently don't understand talk pages? why isn't mine signed like everyone elses?)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=99333</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=99333"/>
		<updated>2010-04-25T23:43:18Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack below.&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.{{verify}}&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of {{L|magma-safe}} materials, unless the open tile is going to be submerged in magma.{{verify}}&lt;br /&gt;
** Exception: Wooden parts {{L|wear}} out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump Stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=99332</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=99332"/>
		<updated>2010-04-25T23:41:44Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack below.&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.{{verify}}&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of {{L|magma-safe}} materials, unless the open tile is going to be submerged in magma.{{verify}}&lt;br /&gt;
** Exception: Wooden parts {{L|wear}} out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump Stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=99306</id>
		<title>v0.31:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=99306"/>
		<updated>2010-04-25T20:25:51Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
Gnomeblight is a poisonous {{L|Extract|extract}} made from {{L|Kobold bulb}}s, and causes moderate necrosis to both {{L|Mountain gnome|Mountain}} and {{L|Dark gnome|Dark}} gnomes. It is extracted into a {{L|flask}} and is worth 100☼.&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alluvial_layer&amp;diff=99305</id>
		<title>40d:Alluvial layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alluvial_layer&amp;diff=99305"/>
		<updated>2010-04-25T20:22:50Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Removed &amp;quot;as of this version&amp;quot; text, as it's clear from the namespace / AV template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Several minerals and gems are specified to occur within '''alluvial layers'''. However, no stone or soil layers are considered to be &amp;quot;alluvial&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
~''If''~ they were to exist, they would contain small clusters of any of...&lt;br /&gt;
:*{{L|native gold}}&lt;br /&gt;
:*{{L|native platinum}}&lt;br /&gt;
:*{{L|cassiterite}} (for {{L|tin}})&lt;br /&gt;
:*jade {{L|gem}}s (blue, lavender, pink, white, and green)&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone Layers}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=99304</id>
		<title>Dwarf Fortress Wiki talk:Quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Quality&amp;diff=99304"/>
		<updated>2010-04-25T20:20:01Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stone, gem and similar articles==&lt;br /&gt;
Any thoughts on how to rate these? Many of them seem to be tagged as stubs, but the stone template in particular seems to me to cover most of the salient information. [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:20, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==who rates those articles==&lt;br /&gt;
who rates those articles?&lt;br /&gt;
::I have been.  If I shouldn't be, someone say so now.  Also, should ~100% of content articles be rated? --[[User:StrongAxe|StrongAxe]] 18:42, 15 April 2010 (UTC)&lt;br /&gt;
:::As there isn't much of a vandalism thing going on here, I think it should be the original author of the article who rates it, with some admin verification following--[[User:Smd|Smd]] 15:25, 17 April 2010 (UTC)&lt;br /&gt;
::::Anyone and everyone should be rating the articles.  Don't agree with an article rating?  leave a note why on the talk page and re-rate the page in question. --[[User:Briess|Briess]] 01:35, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Anybody can rate an article, it's a wiki and we're ''supposed to'' all work together. Just try to correct or update anything that needs changing. If you spot vandalism, go to the '''history''' tab next to the discussion/edit tabs and revert the page to a pre-vandal version. [[Special:Contributions/97.90.193.201|97.90.193.201]] 17:57, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changing levels ==&lt;br /&gt;
:There was a discussion [http://www.bay12forums.com/smf/index.php?topic=54970.msg1183319#msg1183319 on the forums] involving changing the quality levels to Fine, Exceptional, and Masterwork.  Yes/no?--[[User:Draco18s|Draco18s]] 17:29, 23 April 2010 (UTC)&lt;br /&gt;
::I think this is a great idea. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:31, 23 April 2010 (UTC)&lt;br /&gt;
::I second.  The forum thread linked above garnered broad support for -Fine-, +Exceptional+, *Masterwork* after discussing several options. -Grae&lt;br /&gt;
::Indeed, it seems to fit the game better rather than fit with common player perceptions of the races in game.[[User:Vattic|Vattic]] 20:51, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Template/method ==&lt;br /&gt;
&lt;br /&gt;
I see that this was set up with different templates for each quality level.  Is that really the best way to go?  Couldn't instead of &amp;lt;nowiki&amp;gt; {{elven}} {{dwarven}} {{human}} &amp;lt;/nowiki&amp;gt; could we do &amp;lt;nowiki&amp;gt; {{Quality|&amp;lt;low&amp;gt;}} {{Quality|&amp;lt;med&amp;gt;}} {{Quality|&amp;lt;high&amp;gt;}} &amp;lt;/nowiki&amp;gt; (for whatever those three are)?  Thoughts? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:50, 23 April 2010 (UTC)&lt;br /&gt;
:That seems far more sensible to me. The three tags are now very confusing if you don't happen to have been around while the quality thing's been introduced. [[User:Oddtwang of Dork|Oddtwang of Dork]] 15:47, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calcite&amp;diff=99303</id>
		<title>v0.31:Calcite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calcite&amp;diff=99303"/>
		<updated>2010-04-25T20:17:20Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{elven}}&lt;br /&gt;
{{rocks}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=99302</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=99302"/>
		<updated>2010-04-25T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Bowyer's workshop|Boyer's workshop}}==&lt;br /&gt;
Used for creating wooden {{L|Crossbow|crossbow}}s.&lt;br /&gt;
=={{L|Carpenter's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Furniture|furniture}}&lt;br /&gt;
*Wooden {{L|Shield|bucklers and shields}}&lt;br /&gt;
*Wooden {{L|Training weapon|training weapons}}&lt;br /&gt;
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Craftsdwarf's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Craft|crafts}}&lt;br /&gt;
*Wooden {{L|Bolt|bolts}}&lt;br /&gt;
*{{L|Obsidian}} Short Swords&lt;br /&gt;
=={{L|Siege workshop}}==&lt;br /&gt;
Used for creating {{L|Siege engine|siege engine parts}}&lt;br /&gt;
=={{L|Wood furnace}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Charcoal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=99301</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=99301"/>
		<updated>2010-04-25T20:14:29Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Bowyer's workshop|Boyer's workshop}}==&lt;br /&gt;
Used for creating wooden {{L|Crossbow|crossbow}}s.&lt;br /&gt;
=={{L|Carpenter's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Furniture|furniture}}&lt;br /&gt;
*Wooden {{L|Buckler|bucklers}} and wooden {{L|Shield|shields}}&lt;br /&gt;
*Wooden {{L|Training weapon|training weapons}}&lt;br /&gt;
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Craftsdwarf's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Craft|crafts}}&lt;br /&gt;
*Wooden {{L|Bolt|bolts}}&lt;br /&gt;
*{{L|Obsidian}} Short Swords&lt;br /&gt;
=={{L|Siege workshop}}==&lt;br /&gt;
Used for creating {{L|Siege engine|siege engine parts}}&lt;br /&gt;
=={{L|Wood furnace}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Charcoal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Turquoise&amp;diff=99300</id>
		<title>v0.31:Turquoise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Turquoise&amp;diff=99300"/>
		<updated>2010-04-25T20:08:09Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0}}{{av}}{{Elven}}&lt;br /&gt;
&lt;br /&gt;
{{jewels}}&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99299</id>
		<title>Template talk:Main page progress bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99299"/>
		<updated>2010-04-25T20:06:04Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Undo revision 99298 by Oddtwang of Dork (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I like this ==&lt;br /&gt;
Good work on this, obviously you're ironing out some details but I can see where it's going and I'm all for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:47, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Neat idea. I took the liberty of adding a link to the article quality page for anyone who was thinking &amp;quot;how did they decide that?&amp;quot;. Might be worth getting some sort of estimate of how many articles are unrated (of the ones in the main, DF2010 and 40d namespaces I'dve thought - maybe just the main and DF2010 ones in fact). [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:03, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99298</id>
		<title>Template talk:Main page progress bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99298"/>
		<updated>2010-04-25T20:05:32Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I like this ==&lt;br /&gt;
Good work on this, obviously you're ironing out some details but I can see where it's going and I'm all for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:47, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Neat idea. I took the liberty of adding a link to the article quality page for anyone who was thinking &amp;quot;how did they decide that?&amp;quot;. Might be worth getting some sort of estimate of how many articles are unrated (of the ones in the main, DF2010 and 40d namespaces I'dve thought - maybe just the main and DF2010 ones in fact). 20:05, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99296</id>
		<title>Template talk:Main page progress bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:Main_page_progress_bar&amp;diff=99296"/>
		<updated>2010-04-25T20:03:29Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== I like this ==&lt;br /&gt;
Good work on this, obviously you're ironing out some details but I can see where it's going and I'm all for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:47, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Neat idea. I took the liberty of adding a link to the article quality page for anyone who was thinking &amp;quot;how did they decide that?&amp;quot;. Might be worth getting some sort of estimate of how many articles are unrated (of the ones in the main, DF2010 and 40d namespaces I'dve thought - maybe just the main and DF2010 ones in fact). [[User:Oddtwang of Dork|Oddtwang of Dork]] 20:03, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Main_page_progress_bar&amp;diff=99294</id>
		<title>Template:Main page progress bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Main_page_progress_bar&amp;diff=99294"/>
		<updated>2010-04-25T20:00:32Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Linkified to article quality page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:{{{width|95%}}};&amp;quot;&amp;gt;&amp;lt;p&amp;gt;&amp;lt;big&amp;gt;'''{{#expr:({{#expr: ((({{PAGESINCAT:Elven Quality Articles|R}} * 0) +({{PAGESINCAT:Human Quality Articles|R}} * 50) + ({{PAGESINCAT:Dwarven Quality Articles|R}} * 100))/(({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})))}}) round 0}} out of 100'''&amp;lt;/big&amp;gt; overall wiki [[Dwarf Fortress Wiki:Quality|quality]] rating &amp;lt;small&amp;gt;(estimate)&amp;lt;/small&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;-moz-border-radius-bottomright: 6px; -webkit-border-bottom-right-radius: 6px;-moz-border-radius-topleft: 6px; -webkit-border-top-left-radius: 6px;&lt;br /&gt;
border:1px solid #bbb; padding:2px; overflow:hidden; background:#eee;&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;width:{{#expr: ({{PAGESINCAT:Dwarven Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}%; height:{{{height|16}}}px; background:#bd8; float:right; -moz-border-radius-bottomright: 4px; -webkit-border-bottom-right-radius: 4px; padding:0; margin:0;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;background:#bd8&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;width:{{#expr: ({{PAGESINCAT:Human Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}%; height:{{{height|16}}}px; background:#49f;&lt;br /&gt;
background:-webkit-gradient(&lt;br /&gt;
    linear,&lt;br /&gt;
    left bottom,&lt;br /&gt;
    right bottom,&lt;br /&gt;
    color-stop(0, #49f),&lt;br /&gt;
    color-stop(1, #bd8)&lt;br /&gt;
);float:right;padding:0; margin:0; text-align:left;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;width:{{#expr: ({{PAGESINCAT:Elven Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}%; height:{{{height|16}}}px; background: #db8;&lt;br /&gt;
background:-webkit-gradient(&lt;br /&gt;
    linear,&lt;br /&gt;
    left bottom,&lt;br /&gt;
    right bottom,&lt;br /&gt;
    color-stop(0, #ff8),&lt;br /&gt;
    color-stop(.75, #db8),&lt;br /&gt;
    color-stop(1, #49f)&lt;br /&gt;
);&lt;br /&gt;
 float:right; -moz-border-radius-topleft: 4px; -webkit-border-top-left-radius: 4px;padding:0; margin:0; text-align:left;&amp;quot;&amp;gt;&amp;amp;nbsp;&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{#expr: ({{PAGESINCAT:Elven Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}% Stub articles&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#expr: ({{PAGESINCAT:Human Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}% Fine articles&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#expr: ({{PAGESINCAT:Dwarven Quality Articles|R}}/({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}})) * 100 round 1}}% Exceptional articles&amp;lt;br /&amp;gt;&lt;br /&gt;
{{#expr: (({{PAGESINCAT:Elven Quality Articles|R}} + {{PAGESINCAT:Human Quality Articles|R}} + {{PAGESINCAT:Dwarven Quality Articles|R}}))}} Total rated articles&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Military_guide&amp;diff=99288</id>
		<title>Military guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Military_guide&amp;diff=99288"/>
		<updated>2010-04-25T19:39:28Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Redirected page to DF2010:Military&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[DF2010:Military]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Cavern_map&amp;diff=99287</id>
		<title>Talk:Cavern map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Cavern_map&amp;diff=99287"/>
		<updated>2010-04-25T19:38:06Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Created page with 'Redirected to 23a (the only space in which that page exists). I guess there's a chance people will hit this while looking for DF2010:Cavern though. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Redirected to 23a (the only space in which that page exists). I guess there's a chance people will hit this while looking for [[DF2010:Cavern]] though. [[User:Oddtwang of Dork|Oddtwang of Dork]] 19:38, 25 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Medical_status&amp;diff=99286</id>
		<title>Medical status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Medical_status&amp;diff=99286"/>
		<updated>2010-04-25T19:36:09Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Redirected page to DF2010:Medical status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[DF2010:Medical status]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_texture_tokens&amp;diff=99282</id>
		<title>Creature texture tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_texture_tokens&amp;diff=99282"/>
		<updated>2010-04-25T19:30:20Z</updated>

		<summary type="html">&lt;p&gt;Oddtwang of Dork: Redirected page to DF2010:Creature texture tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT: [[DF2010:Creature texture tokens]]&lt;/div&gt;</summary>
		<author><name>Oddtwang of Dork</name></author>
	</entry>
</feed>