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		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=58262</id>
		<title>40d Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Modding_guide&amp;diff=58262"/>
		<updated>2009-11-13T20:09:11Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Healing Mods? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[re: Creating separate .txt file for new creatures]&lt;br /&gt;
&lt;br /&gt;
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops. &lt;br /&gt;
&lt;br /&gt;
Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.&lt;br /&gt;
&lt;br /&gt;
It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.&lt;br /&gt;
&lt;br /&gt;
Everything else worked fine though, so thanks, still!&lt;br /&gt;
:Have to be sure to add the text files name ( &amp;quot;creature_klackon&amp;quot; without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --[[User:Darkone|Darkone]] 18:17, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bad info? ==&lt;br /&gt;
&lt;br /&gt;
So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --[[User:Nunix|Nunix]] 15:14, 28 February 2008 (EST)&lt;br /&gt;
:I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --[[User:Hex Decimal|Hex Decimal]] 23:07, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time &amp;quot;tinkering&amp;quot;, but it seems that the current article is set up rather poorly. Is that just me? --[[User:Borgin|Borgin]]&lt;br /&gt;
[EDIT]&lt;br /&gt;
I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Arachnid Tutorial ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Minor nitpick here, but it apears he forgot to add :5FINGERS:&amp;lt;/s&amp;gt; tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --[[User:Darkone|Darkone]] 18:39, 2 May 2008 (EDT)&amp;lt;pre&amp;gt;&lt;br /&gt;
[BODY:ARACHNID_JOINTS]&lt;br /&gt;
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flight ==&lt;br /&gt;
&lt;br /&gt;
If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --[[User:AlexFili|AlexFili]] 05:30, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves will just spam &amp;quot;Task cancelled: dangerous terrain&amp;quot;. They will have problems doing anything. --[[User:Someone-else|Someone-else]] 08:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Flight pathing is even broken for invaders. What a shame! Swimmers can have problems too, though not ''that'' bad. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireproof Trees? ==&lt;br /&gt;
&lt;br /&gt;
Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --[[User:Rakankou|Rakankou]] 00:47, 25 July 2008 (EDT)&lt;br /&gt;
:I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. [[User:Magikarcher|Magikarcher]] 02:12, 25 July 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --[[User:Rakankou|Rakankou]] 12:27, 25 July 2008 (EDT)&lt;br /&gt;
::: It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):&lt;br /&gt;
::::[SPEC_HEAT:7500]&lt;br /&gt;
::::[MELTING_POINT:25000]&lt;br /&gt;
::::[BOILING_POINT:50000]&lt;br /&gt;
:::Hopefully that helps. --[[User:Borgin|Borgin]] 20:11, 12 August 2008&lt;br /&gt;
IGNITE_POINT is a matgloss token. [[User:Random832|Random832]] 17:01, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== .txt ==&lt;br /&gt;
&lt;br /&gt;
My word processer won't let me save .txts. Does that matter?&lt;br /&gt;
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)&lt;br /&gt;
::Just use notepad, assuming you have it.  --[[User:Arkenstone|Arkenstone]]&lt;br /&gt;
&lt;br /&gt;
== Adventure mode? ==&lt;br /&gt;
&lt;br /&gt;
Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? [[User:Yaddy1|Yaddy1]] 16:13, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yup. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Modded creatures not showing? ==&lt;br /&gt;
&lt;br /&gt;
I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans.&lt;br /&gt;
Persians, Like goblins but weaker and stupider.&lt;br /&gt;
after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen.&lt;br /&gt;
I really want to kick persians with spartans instead of biting goblins with dwarves.&lt;br /&gt;
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Random&amp;quot; civ selection with more than one playable civ ==&lt;br /&gt;
&lt;br /&gt;
In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the &amp;quot;nearby civilizations&amp;quot; section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the &amp;quot;random selection&amp;quot; note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --[[User:Quil|Quil]] 12:10, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just the one line about how the race you'll be playing will be at the top of the 'neighbours' list wouldn't be that bad, wouldn't it? No tutorial required, anyway. Maybe we could divide the topic later, but I think this is an relevant as anything, considering how much depth can be added to the game this way. --[[User:Navian|Navian]] 18:55, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Okay, added a paragraph on picking your species. I think I covered all the pertinent points fairly succinctly. As a random aside, while the species I added is quite hardy and long-lived, so they've never been wiped out, I'm not sure if the game will care if some of the playable species die out. While in the vanilla game with the default settings it's impossible to kill off the dwarves, since the game will reject it due to having no playable civs, with additional playable races it may just be possible to have your extra species (or the dwarves) all die out and be unplayable in an otherwise acceptable map.--[[User:Quil|Quil]] 09:44, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I confirmed that. My aquatic playable civ didn't appear on a map without their starting biome, and my single gender race was wiped out by humans on the next go, leaving only the other playable each time. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rock Crystals ==&lt;br /&gt;
&lt;br /&gt;
How would I go about modding the game to either allow me to import rough rock crystals or allowing me to make crystal glass from cut rock crystals?--[[User:Mjo625|Mjo625]] 07:37, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Or add a reaction that will change rock crystals into rough rock crystals. I added &lt;br /&gt;
&lt;br /&gt;
[REACTION:ROUGH ROCK CRYSTAL]&lt;br /&gt;
[NAME:Melt Rock Crystal]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:SMALLGEM:NO_SUBTYPE:STONE:ROCK_CRYSTAL]&lt;br /&gt;
[PRODUCT:100:1:ROUGH:NO_SUBTYPE:ROCK_CRYSTAL]&lt;br /&gt;
[FUEL]&lt;br /&gt;
&lt;br /&gt;
to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].&lt;br /&gt;
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== adding a programming emphasis ==&lt;br /&gt;
&lt;br /&gt;
Hi, I am interested in modding and am a programmer by profession.&lt;br /&gt;
I think it would be nice to approach the modding guide the same way as any programming language guide.&lt;br /&gt;
It may be that not a lot of people who are programmers are coming to do Modding in DF but that doesn't mean they couldn't benefit greatly from some basic programming theory and knowledge.  In fact, it was modding old-school rogue games for BBS systems that actually introduced me to real programming...&lt;br /&gt;
I hope any edits I make meet with your approval.&lt;br /&gt;
I also hope maybe we can start a plain-speech syntax guide for the mod files and a glossary of terms for all the hard-coded tags.&lt;br /&gt;
I must admit that at this stage, going through the default files, I am a bit overwhelmed with the variety and have trouble knowing which tags/flags/tokens correspond to a hard-coded concept and which ones are simply built from other tags.  &lt;br /&gt;
The entity tags also have tokens whose importance I cannot yet determine.&lt;br /&gt;
At these times, I wish I just had a simple glossary to refer to!&lt;br /&gt;
So my request is that the wiki could have some sort of glossary/index for all these terms similar to the way creatures are organized.&lt;br /&gt;
For an example of a code dictionary, please see: http://www.adobe.com/support/flash/action_scripts/actionscript_dictionary/&lt;br /&gt;
(I know the terms are a bit esoteric for non-programmers, like bitwise operators appear at the top of the list... but the concept is simple--and df modding has no operators, only keywords)&lt;br /&gt;
&lt;br /&gt;
If there's anything over at bay12 like this, please let me know.  I looked but couldn't find anything.  Consensus seemed to be that it belonged on this wiki.&lt;br /&gt;
&lt;br /&gt;
Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Healing Mods? ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:My understanding is that body parts that have the [NERVOUS] token don't heal, while most other body parts do.  If you want spines and necks to heal, then you should just need to go into body_default.txt and remove the [NERVOUS] tokens from the SPINE and NECK body parts.  I haven't tested removing the [NERVOUS] tokens to make sure that 1) nothing breaks and 2) necks and spines heal, but if someone else has please say so.  --[[User:Ko|Ko]] 04:07, 3 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is covered under [[Cheating]] --[[User:OneRaven|OneRaven]] 20:09, 13 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Coke from Other Materials ==&lt;br /&gt;
&lt;br /&gt;
So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.&lt;br /&gt;
&lt;br /&gt;
What I did was copy the entry under &amp;quot;smelt lignite into coke&amp;quot; from matgloss_reactions.txt and then changed all the &amp;quot;lignite&amp;quot; into &amp;quot;gneiss&amp;quot;. However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I believe that gneiss uses the &amp;quot;METAMORPHIC&amp;quot; subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the &amp;quot;layer&amp;quot; and &amp;quot;soil&amp;quot; matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with &amp;quot;NO_SUBTYPE&amp;quot;.[[User:Ohsottovoce|Ohsottovoce]] 16:43, 17 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-safe Mechanism Mod? ==&lt;br /&gt;
While I know this wiki isn't an FAQ-guide, I think it would be helpful for those poor noobs who can never find both Bauxite and magma/rivers in the same place.  I can list the mod to give Iron the &amp;quot;any&amp;quot; property of adamantine, but I don't know specifically how to make Iron available for mechanisms otherwise.&lt;br /&gt;
&lt;br /&gt;
:: To give Iron the &amp;quot;any&amp;quot; property of adamantine you need to (close Dwarf Fortress and) open your &amp;quot;...[Dwarf fortress]\raw\objects&amp;quot; folder, and open &amp;quot;matgloss_metal.txt&amp;quot;.  Lucky for you, Iron is the top most item and all you have to do is add &amp;quot;[ANY_USE]&amp;quot; (without quotation marks) to the end of the &amp;quot;[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]&amp;quot; string, save the file enjoy!&lt;br /&gt;
&lt;br /&gt;
I didn't add this yet because I want to see if anyone else feels this should be added here before I do so on my own.&lt;br /&gt;
[[User:Kenji 03|Kenji 03]] 10:11, 24 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11962</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11962"/>
		<updated>2009-08-12T23:00:38Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: Moved information on stuck/blocked floodgates to &amp;quot;Activation&amp;quot; section, added detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]]. &lt;br /&gt;
&lt;br /&gt;
They can be manufactured from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]). Once manufactured, they are built in the desired location by using the keys {{k|b}}, {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
Unlike doors or hatches, they must be activated remotely if they are to open and close.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
Floodgates must be built on solid [[floor]] (i.e. not over a channel), but unlike doors do ''not'' have to be attached to a wall.  A long line of free-standing floodgates can create a removable wall, that completely disappears when they are &amp;quot;opened&amp;quot;.  Dwarves must be able to stand orthogonally to the floodgate in order to build it. In order to control a vertical water flow, a solution is to build the floodgate on a constructed [[wall]], and then remove the wall.&lt;br /&gt;
&lt;br /&gt;
Floodgates generally have to be built prior to flooding the area (obvious for [[magma]], isn't it?) but can still be built at a [[water]] level of 1/7. They are placed in a &amp;quot;closed&amp;quot; position, and if they are to be opened they must be linked to a [[lever]] or [[pressure plate]] - this can be done after liquid is introduced to one side, so long as the other side is accessible.  &lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate nor above an incoming water flow that comes from a source with higher elevation, the water can spill over the floodgate. See the [[pressure]] article for more information.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] often like to stand on the wrong side of the floodgate they are constructing so that they may conveniently decline any subsequent labor. They'll sit there with their feet propped up on a convenient rock, twiddling their thumbs until such time as the floodgate is opened mechanically or deconstructed. To avoid this situation you should build something on the tile you ''don't'' want them to stand on, &amp;lt;tt&amp;gt;Suspend&amp;lt;/tt&amp;gt; its construction until the floodgate is complete, and &amp;lt;tt&amp;gt;Cancel&amp;lt;/tt&amp;gt; its construction when you're finished.&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed &amp;lt;s&amp;gt;remotely&amp;lt;/s&amp;gt; at all. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
Once activated, it will take approximately 100 steps for the floodgate to open or close: the same as [[bridge]]s.&lt;br /&gt;
&lt;br /&gt;
One serious flaw with floodgates is that if ''anything'' is in the tile with them when they are signaled to close, they will ignore that signal and remain open. &amp;quot;Anything&amp;quot; means '''any object''' - a sock, a butterfly corpse, a goblin, a crossbow bolt, anything! The exception to this rule is that floodgates will close on fluids (water and magma), and destroy (not displace) any units of liquid on the tile.&lt;br /&gt;
&lt;br /&gt;
Because levers have on/off states rather than simply toggling attached buildings, the lever/pressure plate must send two more signals in order to unstick a floodgate - one to open (which does nothing, as it is already open) and a new &amp;quot;close&amp;quot; order - and hopefully that works.  &lt;br /&gt;
&lt;br /&gt;
== Floodgates vs Magma ==&lt;br /&gt;
Closed floodgates of any material will resist magma, much like constructed [[wall]]s. However, once a [[magma]] floodgate is opened, the magma will flow though and destroy:&lt;br /&gt;
* the floodgate itself if it was not made of [[magma-safe materials]].&lt;br /&gt;
* the [[mechanism]] if it was not made of [[magma-safe materials]] ([[bauxite]] or [[raw adamantine]]), thus deconstructing the floodgate.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
A water floodgate connected to a [[river]] can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting [[mud]] can be used for [[underground]] [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
A floodgate can also be used to cover [[fortification]]s when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your [[marksdwarf]]s arrive at the fortification one at a time.&lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows [[channel]]s wider than two squares to be regulated. This characteristic also permits for the construction of &amp;quot;siege doors&amp;quot;, allowing areas wider than two tiles to be sealed off from the enemy. For instance, the three tile wide access point for a [[Trade Depot]] within the fortress can be closed down into a chokepoint with floodgates and a lever, giving your marksdwarves more of a chance to shoot invaders.&lt;br /&gt;
&lt;br /&gt;
Using floodgates to halt or reroute enemies must be planned carefully, as large creatures such as [[Troll]]s can destroy floodgates. One solution is to use a bridge over a channel. It can still be controlled by a pressure plate or lever, but prevents trolls from ignoring your carefully planned defences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4584</id>
		<title>40d:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4584"/>
		<updated>2009-02-06T00:09:26Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888|bgcolor=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Pig iron]] [[bar]]&lt;br /&gt;
* 1 [[Coke]]&lt;br /&gt;
* 1 [[Flux]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] labor activated.  It is an extremely durable [[metal]] and is highly [[item value|valuable]].&lt;br /&gt;
&lt;br /&gt;
The method for making steel is unbearably accurate. Steel is one of few [[Magma-safe_materials|materials]] that can resist melting when immersed in [[magma]]. [[Weapon]]s and [[armor]] made from steel are 33% stronger than equivalent [[iron]] objects, making it second only to [[Adamantine]] for creating military equipment.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One [[pig iron]] [[bar]]&lt;br /&gt;
* One [[iron]] bar&lt;br /&gt;
* One [[flux]] material&lt;br /&gt;
* One carbonaceous material ([[coke]] or [[charcoal]])&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a [[smelter]], the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
&lt;br /&gt;
The following amount of materials are needed to produce two steel bars:&lt;br /&gt;
* Two iron bars&lt;br /&gt;
* Two units of [[flux]]&lt;br /&gt;
* Two units [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The following steps are performed to produce two steel bars from the above materials:&lt;br /&gt;
# '''Make pig iron bars''' (creates one pig iron bar)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
# '''Make steel bars''' (creates two steel bars)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One pig iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The tasks '''Make Pig Iron Bars''' and '''Make Steel Bars''' use the same materials at either smelter. At a normal [[smelter]], the [[refined coal]] is needed as a reagent but will also act as the [[fuel]] needed for the smelting operation. At a [[magma smelter]], the [[refined coal]] is needed only as a reagent.&lt;br /&gt;
&lt;br /&gt;
Once steel bars are produced, they are used just like other normal metal bars. The [[flux]] and [[refined coal]] reagents are only needed during the smelting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4583</id>
		<title>40d:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4583"/>
		<updated>2009-02-06T00:08:53Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888|bgcolor=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Pig iron]] [[bar]]&lt;br /&gt;
* 1 [[Coke]]&lt;br /&gt;
* 1 [[Flux]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] labor activated.  It is an extremely durable [[metal]] and is highly [[item value|valuable]].&lt;br /&gt;
&lt;br /&gt;
The method for making steel is unbearably accurate. Steel is one of few [[Magma-safe_materials|materials]] that can resist melting when immersed in [[magma]]. [[Weapon]]s and [[armor]] made from steel are 33% stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One [[pig iron]] [[bar]]&lt;br /&gt;
* One [[iron]] bar&lt;br /&gt;
* One [[flux]] material&lt;br /&gt;
* One carbonaceous material ([[coke]] or [[charcoal]])&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a [[smelter]], the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
&lt;br /&gt;
The following amount of materials are needed to produce two steel bars:&lt;br /&gt;
* Two iron bars&lt;br /&gt;
* Two units of [[flux]]&lt;br /&gt;
* Two units [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The following steps are performed to produce two steel bars from the above materials:&lt;br /&gt;
# '''Make pig iron bars''' (creates one pig iron bar)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
# '''Make steel bars''' (creates two steel bars)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One pig iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The tasks '''Make Pig Iron Bars''' and '''Make Steel Bars''' use the same materials at either smelter. At a normal [[smelter]], the [[refined coal]] is needed as a reagent but will also act as the [[fuel]] needed for the smelting operation. At a [[magma smelter]], the [[refined coal]] is needed only as a reagent.&lt;br /&gt;
&lt;br /&gt;
Once steel bars are produced, they are used just like other normal metal bars. The [[flux]] and [[refined coal]] reagents are only needed during the smelting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4582</id>
		<title>40d:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4582"/>
		<updated>2009-02-06T00:08:25Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888|bgcolor=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Pig iron]] [[bar]]&lt;br /&gt;
* 1 [[Coke]]&lt;br /&gt;
* 1 [[Flux]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] labor activated.  It is an extremely durable [[metal]] and is highly [[item value|valuable]].&lt;br /&gt;
&lt;br /&gt;
The method for making steel is unbearably accurate. Steel is one of few [[Magma-safe_materials|materials]] that can resist melting when immersed in [[magma]]. [[Weapon]]s and [[armor]] made from steel are 33% stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One [[pig iron]] [[bar]]&lt;br /&gt;
* One [[iron]] bar&lt;br /&gt;
* One [[flux]] material&lt;br /&gt;
* One carbonaceous material ([[coke]] or [[charcoal]])&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a [[smelter]], the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel, making it second only to [[Adamantine]] as a military equipment material.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
&lt;br /&gt;
The following amount of materials are needed to produce two steel bars:&lt;br /&gt;
* Two iron bars&lt;br /&gt;
* Two units of [[flux]]&lt;br /&gt;
* Two units [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The following steps are performed to produce two steel bars from the above materials:&lt;br /&gt;
# '''Make pig iron bars''' (creates one pig iron bar)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
# '''Make steel bars''' (creates two steel bars)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One pig iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The tasks '''Make Pig Iron Bars''' and '''Make Steel Bars''' use the same materials at either smelter. At a normal [[smelter]], the [[refined coal]] is needed as a reagent but will also act as the [[fuel]] needed for the smelting operation. At a [[magma smelter]], the [[refined coal]] is needed only as a reagent.&lt;br /&gt;
&lt;br /&gt;
Once steel bars are produced, they are used just like other normal metal bars. The [[flux]] and [[refined coal]] reagents are only needed during the smelting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4581</id>
		<title>40d:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Steel&amp;diff=4581"/>
		<updated>2009-02-06T00:07:54Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Recipe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Steel|color=#888|color1=#FFF|tile1=●|color2=#888|color3=#888|bgcolor=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[Iron]] [[bar]]&lt;br /&gt;
* 1 [[Pig iron]] [[bar]]&lt;br /&gt;
* 1 [[Coke]]&lt;br /&gt;
* 1 [[Flux]]&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Magma]] proof&lt;br /&gt;
* [[Armor|Block]]% 133&lt;br /&gt;
* [[Damage]]% 133&lt;br /&gt;
* [[Material value]] 30}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' can be smelted at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] labor activated.  It is an extremely durable [[metal]] and is highly [[item value|valuable]].&lt;br /&gt;
&lt;br /&gt;
The method for making steel is unbearably accurate. Steel is one of few [[Magma-safe_materials|materials]] that can resist melting when immersed in [[magma]]. [[Weapon]]s and [[armor]] made from steel are 33% stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&lt;br /&gt;
The recipe for steel is:&lt;br /&gt;
* One [[pig iron]] [[bar]]&lt;br /&gt;
* One [[iron]] bar&lt;br /&gt;
* One [[flux]] material&lt;br /&gt;
* One carbonaceous material ([[coke]] or [[charcoal]])&lt;br /&gt;
&lt;br /&gt;
When the above items are combined at a [[smelter]], the product is two bars of steel; the carbon and flux are lost in the reaction, but the pig iron and iron are combined into steel, making it second only to Adamantite as a military equipment material.&lt;br /&gt;
&lt;br /&gt;
==Production chain==&lt;br /&gt;
&lt;br /&gt;
The following amount of materials are needed to produce two steel bars:&lt;br /&gt;
* Two iron bars&lt;br /&gt;
* Two units of [[flux]]&lt;br /&gt;
* Two units [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The following steps are performed to produce two steel bars from the above materials:&lt;br /&gt;
# '''Make pig iron bars''' (creates one pig iron bar)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
# '''Make steel bars''' (creates two steel bars)&lt;br /&gt;
#* One iron bar&lt;br /&gt;
#* One pig iron bar&lt;br /&gt;
#* One unit of [[flux]]&lt;br /&gt;
#* One unit of [[refined coal]]&lt;br /&gt;
&lt;br /&gt;
The tasks '''Make Pig Iron Bars''' and '''Make Steel Bars''' use the same materials at either smelter. At a normal [[smelter]], the [[refined coal]] is needed as a reagent but will also act as the [[fuel]] needed for the smelting operation. At a [[magma smelter]], the [[refined coal]] is needed only as a reagent.&lt;br /&gt;
&lt;br /&gt;
Once steel bars are produced, they are used just like other normal metal bars. The [[flux]] and [[refined coal]] reagents are only needed during the smelting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33719</id>
		<title>40d:Water pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_pressure&amp;diff=33719"/>
		<updated>2008-10-09T19:09:55Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Mitigating dangers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only pressure that Dwarf Fortress attempts to replicate is [http://en.wikipedia.org/wiki/Fluid_statics#Pressure_in_fluids_at_rest hydrostatic '''water pressure'''].&lt;br /&gt;
&lt;br /&gt;
In layman's terms, if you have a tall body of water (such as a [[lake]] or a tower you have pumped full of water) then the water at the lowest [[z-level]] is being 'squeezed' by the weight of the water above it. If it is released it will move with remarkable speed and can flow up [[stair]]s, [[ramp]]s, and over [[channel]]s. It will continue flowing until it runs out of space or it fills to a [[z-level]] equal to the source.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress does not model surface friction nor air pressure, so the water will not slow in transit nor will 'trapped air bubbles' form. Magma does not have pressure (it cannot flow up, and doesn't appear to move at greater speeds).&lt;br /&gt;
&lt;br /&gt;
== Dangers ==&lt;br /&gt;
&lt;br /&gt;
It is easy to flood your fortress accidentally by not accounting for water pressure. For example:&lt;br /&gt;
* It is safe to dig out a [[cistern]] one level below a murky pool, and to channel above a few tiles of the [[cistern]] so that your dwarves can get water from it without having to go outside. &lt;br /&gt;
* It is safe to refill a murky pool with water from a pump or brook/river/etc on the same level.&lt;br /&gt;
* It is not safe to do both to the same pool! The water from the pump/brook/river/whatever will fill the pool to 7/7, and will then pressurize the water in the [[cistern]], which will then flow up out of your channels and flood your fort.&lt;br /&gt;
&lt;br /&gt;
== Mitigating dangers ==&lt;br /&gt;
&lt;br /&gt;
Hatches placed over channels prevent water pressure from spewing water up out of the channels, and still allow the tiles to be used as a water source (and possibly still for fishing too).&lt;br /&gt;
&lt;br /&gt;
Pumps can be used to eliminate pressure. If you allow water to fall two levels down into an enclosed area, and then pump it from one level above that, the water which comes out of the pump should have 0 pressure, rather than 1 pressure. You can even deliver water to the second-lowest level of your fortress safely in this manner. Of course, there is a downside - you still have to power the pumps. Due to the source water's pressure, the pump must be powered instead of dwarf-run (the tile the dwarf would stand on is filled by the pressurized water). Additionally, the power cannot be hooked up to the walkable tile of the pump, because the water will simply flow directly up it! Your vertical axles or gear assemblies should be placed above the unwalkable tile of the pump, and there must not be a channel over the walkable pump tile. (Water can only flow straight upward, not up and to the side at the same time)&lt;br /&gt;
&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
  Power↓    ↓Water   Key&lt;br /&gt;
 ######║#  #7#       # = Undug space&lt;br /&gt;
 _ ___#║####7#       7 = Water&lt;br /&gt;
 #77777%%7777#      %% = Pump&lt;br /&gt;
 ########7####       ║ = Axle&lt;br /&gt;
        ###          _ = Floor&lt;br /&gt;
&lt;br /&gt;
== Theory ==&lt;br /&gt;
&lt;br /&gt;
What follows here are several rules which specify how water pressure affects water's behavior. These were written to fit experimentally observed behavior as best as possible. (There used to be two models here, but the second one couldn't be reconciled with the observed results of the water-overpressure-in-river experiment, though the first also had to be extensively rewritten. The chief problem with the second one was that it was essentially &amp;quot;water pressure in a 7/7 water tile is determined by the difference in z-level between it and the highest 7/7 water tile it's connected to,&amp;quot; and that pressure wasn't something to be transmitted between tiles. This would mean an entire river overpressurized should overflow along the entire river length simultaneously. It didn't.)&lt;br /&gt;
&lt;br /&gt;
===Current best pressure model===&lt;br /&gt;
&lt;br /&gt;
Note: this may not be correct.  See [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9] and [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=10] for info from Toady.&lt;br /&gt;
&lt;br /&gt;
# Water normally has 0 pressure.&lt;br /&gt;
# If a water source (including pumps) attempts to create water in its output tile but cannot due to it being full already, it will pressurize the output tile (it remains pressure 0, but this allows it to pressurize the tile below it and give it pressure 1).&lt;br /&gt;
# Water sources attempt to generate water in tiles adjacent to pressurized tiles. They will not generate water in tiles above pressurized tiles unless the water source has '''nowhere''' else to generate '''any''' water, and they will never generate water above the water source's z-level.&lt;br /&gt;
# The amount of water generated per tick does NOT appear to increase as the radius of the water blob increases. Water being generated on two z-levels at once has been observed to generate faster on the lower level, but it is unclear if this actually means that lower levels have more water generated, or if some other factor was at work.&lt;br /&gt;
# For water sources, seemingly random valid pressurized tiles are chosen to generate water at each tick. However, tiles closer to the source are preferred (This may or may not be due to how pressurization spreads?).&lt;br /&gt;
# The pressurization state spreads from a tile to adjacent, above, or below tiles only if both are 7/7, and only if the pressurized tile has no tiles adjacent, above, or below itself which it could generate water in.&lt;br /&gt;
# Pressure which is transmitted downward is increased by 1. 7/7 water which falls and remains 7/7 also increases in pressure {{verify}}.&lt;br /&gt;
# Pressure which is transmitted upward is decreased by 1.&lt;br /&gt;
# Tiles with 0 pressure can be considered 'pressurized' for the purpose of generating water (they have no speed bonus).&lt;br /&gt;
# Pumps do not transmit pressure. Water which comes out of pumps has 0 pressure. (Note that you must ensure that output water does not contact input water, or pressure WILL be transmitted through the connection)&lt;br /&gt;
# Water tiles which drop below 7/7 density become 0 pressure and unpressurized.&lt;br /&gt;
# Pressure makes water moves faster, with each level of pressure seemingly providing greater speed.&lt;br /&gt;
# Falling water which falls onto 7/7 water acts as a 'source' (but is destroyed when its water is re-created elsewhere).&lt;br /&gt;
&lt;br /&gt;
===Anomalies===&lt;br /&gt;
* If you drop a fixed amount of water several levels down a shaft into another room, you can end up with more water than you started with. {{version|0.27.169.33g}}&lt;br /&gt;
* Pumps can turn into seemingly infinite water generators (though they can be stopped by blocking their input with a hatch, or by disconnecting their power).{{version|0.27.169.33g}} The above model currently appears to match this behavior if pumps are considered water sources. Perhaps pumps are not removing water from their input if they are unable to put water in the output, but they still generate water elsewhere as a source? {{verify}}&lt;br /&gt;
* A &amp;quot;u-bend bug&amp;quot; has been reported, which generates infinite amounts of water due to the source of the pressure not being properly drained. {{version|0.27.176.38a}}&lt;br /&gt;
&lt;br /&gt;
===Movies of pressure experiments===&lt;br /&gt;
* [http://mkv25.net/dfma/movie-284-firstwaterpressureexperimentreproduced] - Showing that pressure is not transmitted through non-7/7 tiles.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-283-grandwaterpressureexperiment] - Showing that pumps output 0-pressure water even from a high-pressure source, that water will not flow up and to the side at the same time (has to flow straight up), and a few other things&lt;br /&gt;
* [http://mkv25.net/dfma/movie-285-waterpressureinriverexperiment] - Pump turned into infinite water generator, but still provided useful information on how overpressure causes upward flooding.&lt;br /&gt;
* [http://mkv25.net/dfma/movie-288-waterpressureexperiment4] - Uses three pumps connected to different tunnel layouts to test a few of these rules: One tunnel has three accessible z-levels. The second tunnel has one accessible z level and periodic shafts up. The third has only one accessible z level with no shafts. The bottom level of all three filled first, and the shafts did not fill until the bottom was filled. The second level of the three-high tunnel did not begin filling until the first was full. They did not all fill the bottom at once, but this is believed to be due to the order in which their pumps are placed on the river.&lt;br /&gt;
&lt;br /&gt;
===Possible future experiments===&lt;br /&gt;
* Have a pump pumping water into a 3-wide tunnel with a 1-wide tunnel below it. Have another pump pumping water into a 1-wide tunnel with a 3-wide tunnel below it. Observe whether the bottom tunnel's water spreads faster in both cases or just in the smaller tunnel.&lt;br /&gt;
* From a pump, fill a cistern which is several levels lower. Shut off the pump and the higher level tiles with hatches once the whole thing is 7/7. Open other hatches above the cistern, combine water with unpressurized water, and see what happens.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4354</id>
		<title>40d:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Screw_pump&amp;diff=4354"/>
		<updated>2008-10-09T18:57:56Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: /* Alternate Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Screw pump|key=s|job=[[Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Pipe]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* 1 of&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
A '''screw pump''' can lift [[water]] from below onto the same [[Z-level]] as the pump. It is two tiles by one tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by using [[gear assembly|gear assemblies]] connected to [[water wheel]]s and/or [[windmill]]s. The direction you want the water to travel must be chosen at the time of construction.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an [[enormous corkscrew]], a stone, wood, or glass block, and a [[pipe]] section. The light green X must be next to the water source and the dark green X is where the water exits the  pump. Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the [[z-axis]]) a liquid. The screw pump will draw the liquid up from below, and distribute it out of the other side of the pump. Screw pumps are [[building]]s that can be removed to recover the materials.&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 filled pool of liquid. The adjacent space cannot be a floor, hatch, or wall suspended over water. Screw pumps can pump water through a grate or floor bars.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example, the dark tile of the screw pump must be able to connect to a nearby machine; either already existing or designated to be built.&lt;br /&gt;
* The rear pump tile does not block creature movement.  The front of the pump does block creature movement.&lt;br /&gt;
* The front pump tile blocks water flow.  The rear of the pump does not block water flow.&lt;br /&gt;
* Dwarves must be able to access and stand on the rear tile of the pump in order to be able to operate the pump manually.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict water flow using floodgates, or put in a [[gear assembly]] linked to a [[lever]] to disconnect [[power|motion]].&lt;br /&gt;
* Pumps can also be used in conjunction with a [[water wheel]] or a [[windmill]] to become self-powered.&lt;br /&gt;
* Pumps can not push water up additional Z-levels.  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.&lt;br /&gt;
* Consequently, a pump will refuse to move water if the level it is pumping to is completely filled.&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.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Multiple Levels ===&lt;br /&gt;
[[Image:pumpsnc4.png|frame|right|Diagram 2. Another example of a pump]]&lt;br /&gt;
==== Stacked pumps ====&lt;br /&gt;
''See Diagram 2.'' This example is from a &lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001225&amp;amp;p=2 Bay12 forum thread.]&lt;br /&gt;
&lt;br /&gt;
#Side view of the basic pump unit. Water is moved from the lower floor to the upper; notice how the front of the pump does not need a floor.&lt;br /&gt;
#Side view of stacked screw pumps. Power is transmitted vertically through the missing floor tiles under the fronts of the pumps - no need for gearboxes in this design. The screw pump front prevents the water from flowing diagonally downwards.&lt;br /&gt;
#Top view of the basic pump unit.&lt;br /&gt;
#Top view with walls in place to prevent the receiving area from spilling out. If this is all it needed, these units could be stacked on top of each other, but it's missing one thing - dwarf access. There's no stairs/ramps, and no good place to put them either that wouldn't interfere with the adjacent levels' water containment.&lt;br /&gt;
#Solution for a freestanding tower - fire escape! Sure, you could consolidate the up and downstairs into a single up/down stair tile, but I like the zigzag and symmetrical arrangement this one presents. Just build these on top of each other, flipping horizontally each time, and bam. Minimal yet aesthetic multi-level water pumping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====L-shaped Tunnels====&lt;br /&gt;
Instead of using dwarves to work the pumps you can create a pumping system around a central gear column, and use waterwheels at the base to create power for the entire structure.&lt;br /&gt;
&lt;br /&gt;
The L-shape's purpose is to stop water leaking back down the system. Note that either level may be used as the base and tessellated appropriately. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase I&amp;lt;/b&amp;gt; - Dig out the basic shape of the structure&lt;br /&gt;
 Digging&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      # Undug wall&lt;br /&gt;
 #    #     #   _#      . May be wall, cleared, or stairs.&lt;br /&gt;
 # ####     # # ##      _ Channel&lt;br /&gt;
 #   ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase II&amp;lt;/b&amp;gt; - Construct the screw pumps and driver gears.&lt;br /&gt;
 Construction&lt;br /&gt;
 &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Output side of pump&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#      &amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt; Input side of pump&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; Direct drive gears&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt; ..     # # ..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase III&amp;lt;/b&amp;gt; - Dig out the vertical channel for the power transfer column.&lt;br /&gt;
 Digging&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Channel for transfer gear.&lt;br /&gt;
 #    #     # &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;_#&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     # #&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;b&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     # #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #_#...     # #...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase IV&amp;lt;/b&amp;gt; - Finally place the power transfer gear:&lt;br /&gt;
&lt;br /&gt;
 Construction&lt;br /&gt;
  &lt;br /&gt;
 Level 1    Level 2      Key&lt;br /&gt;
 ######     ######      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on z-1&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water on current z&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;*&amp;lt;/b&amp;gt;##      &amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Power Transfer Gear&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...     #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#...&lt;br /&gt;
 ###...     ###...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Phase N&amp;lt;/b&amp;gt; - Hooking up to water wheels:&lt;br /&gt;
&lt;br /&gt;
Placing water wheels in the water source can be used to power the whole system. Just add more wheels as neccesary.&lt;br /&gt;
&lt;br /&gt;
 ######....            Key&lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#0000ff&amp;quot;&amp;gt;≈≈≈≈&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;#....             &amp;lt;b&amp;gt;&amp;lt;font color=#c06020&amp;gt;|&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;  Horizontal axle (North-South)  &lt;br /&gt;
 #&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#007700&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;####....            &amp;lt;b&amp;gt;&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt; Water wheel&lt;br /&gt;
 .&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#00ff00&amp;quot;&amp;gt;%&amp;lt;/font&amp;gt;*&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;&amp;lt;font color=#c06020&amp;gt;===&amp;lt;/font&amp;gt;*&amp;lt;/b&amp;gt;..             &amp;lt;b&amp;gt;&amp;lt;font color=#c06020&amp;gt;=&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;  Horizontal axle (East-West)        &lt;br /&gt;
 .&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;.&amp;lt;b&amp;gt;&amp;lt;font color=#c06020&amp;gt;|&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;...&amp;lt;b&amp;gt;&amp;lt;font color=#c06020&amp;gt;|&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;..    &lt;br /&gt;
 .&amp;lt;b&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;font color=#c06020&amp;gt;HHH&amp;lt;/font&amp;gt;&amp;lt;font color=&amp;quot;#000077&amp;quot;&amp;gt;˜&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;   &lt;br /&gt;
 ..........&lt;br /&gt;
&lt;br /&gt;
=== Running a pump with a windmill ===&lt;br /&gt;
&lt;br /&gt;
First, build a [[windmill]] anywhere aboveground (note that it won't do anything yet).&lt;br /&gt;
&lt;br /&gt;
Then, build the pump. The end you selected to 'pump from' will suck water up from the level below, then pump it out of the other end. Build with this in mind. If you want to pump from a river, the 'pump from' end should be on the river.&lt;br /&gt;
&lt;br /&gt;
Both the pipe and corkscrew can be built by a [[carpenter]], (the corkscrew is listed as something like 'enormous wooden cor' if you are using the single-width screen, but hitting {{k|Tab}} to expand the screen should reveal the full text).&lt;br /&gt;
&lt;br /&gt;
Connecting [[Windmill|windmills]] to pumps:&lt;br /&gt;
&lt;br /&gt;
Note that it's much easier if the centre of the [[windmill]] lines up with the pump.&lt;br /&gt;
&lt;br /&gt;
# Dig one level below the [[windmill]] and put a [[gear assembly]] directly beneath the [[axle]] (at centre of windmill). The windmill will start turning.&lt;br /&gt;
# You're probably going to want to bring your power up to the surface. To do this, dig away from the first gear until the surface is clear above. Place another gear here.&lt;br /&gt;
# Connect the gears together using a horizontal axle.&lt;br /&gt;
# Get a [[miner]] to [[channel]] on top of the second gear.&lt;br /&gt;
# Build a third gear in this channel. You should now have a turning gear on the surface.&lt;br /&gt;
# If you thought ahead, you should only need one axle to connect the surface gear to the pump. A pump can be powered from any side.&lt;br /&gt;
&lt;br /&gt;
I recommend that you connect a lever to one of your gears beforehand. The pump will start pumping as soon as it has power.&lt;br /&gt;
&lt;br /&gt;
You can change stuff around as the situation dictates, but that should get you started.&lt;br /&gt;
&lt;br /&gt;
[[Image:Above.png|frame|none|above]]&lt;br /&gt;
[[Image:Below.png|frame|none|below]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The pictures aren't lined up - the far right gear in the second picture is the one below the surface gear.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Alternate Uses ==&lt;br /&gt;
&lt;br /&gt;
Pumps can also be built with no actual pumping in mind but as dwarven exercise machines.  This is an excellent method to train haulers for better strength and agility or for future soldiers.&lt;br /&gt;
&lt;br /&gt;
Screw pumps also act to desalinate any water which is pumped through them. This is very useful for providing a source of potable water in otherwise entirely salt-water regions.&lt;br /&gt;
&lt;br /&gt;
Screw pumps can be used to &amp;quot;reset&amp;quot; [[water pressure]], preventing a surface water source from flooding a fortress through a [[well]] or fishing hole.&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&lt;br /&gt;
*[[User:Markavian/DFMA|DFMA]] Ingame Videos featuring screw pumps: ([http://mkv25.net/dfma/movie-pump Movies with Pump in the title])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22769</id>
		<title>40d:Murky pool</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Murky_pool&amp;diff=22769"/>
		<updated>2007-11-19T02:18:23Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: Tried method number one, got a murkey pool one z-level lower.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Murky pools are small pools of [[water]] one [[Z-Level]] deep on the surface of the map. Dwarves with the [[fishing]] job active will attempt to [[fish]] in them. In some [[climate]]s during [[winter]], they will refill themselves fully about the time that [[snow]] melts.&lt;br /&gt;
&lt;br /&gt;
==Removing==&lt;br /&gt;
&lt;br /&gt;
A murky pool is difficult to remove. Once drained, murky pools cannot be [[digging|dug]] out or into. [[Channel]] designations cannot be placed on top of murky water tiles, and they cannot be dug up into from beneath.&lt;br /&gt;
&lt;br /&gt;
There are two known ways to remove murky pools:&lt;br /&gt;
# Dig underneath the murky pool, then dig a channel around the edge so that the pool tiles are connected to [[open space|nothing]]. The tiles will collapse in a pile of rubble, job done. This method does not always work.&lt;br /&gt;
# Drain the pool and build [[floor]]s or [[wall]]s on the murky tiles. When removed, the murky pool tiles will be gone. (Leaving [[silty clay loam]] or some such).&lt;br /&gt;
&lt;br /&gt;
[[Category:map tiles]]&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18223</id>
		<title>40d:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Legendary_artifact&amp;diff=18223"/>
		<updated>2007-11-19T00:14:09Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Legendary Artifact''' is an item created by a dwarf after it has lived out its [[strange mood]]. The item, whatever it is, will always be the highest quality. Unlike regular items, legendary artifacts will be given a unique name. The item created is related to the type of workshop that is claimed, and will be carried by the creator until his death, or until a certain number of years have passed.&lt;br /&gt;
&lt;br /&gt;
Whenever a dwarf creates an artifact, the dwarf will gain [[legendary]] status on the [[skill]] used to create said artifact, unless the dwarf created the item while possessed.&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Black_bear&amp;diff=26914</id>
		<title>40d:Black bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Black_bear&amp;diff=26914"/>
		<updated>2007-11-17T00:59:54Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Black Bear|symbol=B|color=#CCC|bones=8|fat=6|skin=Yes|skulls=1|chunks=8|meat=8}}&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Black_bear&amp;diff=26913</id>
		<title>40d:Black bear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Black_bear&amp;diff=26913"/>
		<updated>2007-11-17T00:59:18Z</updated>

		<summary type="html">&lt;p&gt;OneRaven: New page: {{CreatureInfo|name=Black Bear|symbol=B|color=#CCC|bones=8|fat=5|skin=Yes|skulls=1|chunks=8|meat=8}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Black Bear|symbol=B|color=#CCC|bones=8|fat=5|skin=Yes|skulls=1|chunks=8|meat=8}}&lt;/div&gt;</summary>
		<author><name>OneRaven</name></author>
	</entry>
</feed>