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	<updated>2026-06-26T21:32:51Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2925</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2925"/>
		<updated>2009-05-25T00:52:28Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: Mentioned a bit about the magic purification powers of wells, clarified the instructions for building wells aboveground&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Well_illustration.png|right|thumb|154px|Wells must be built over the water, though they can be many levels higher than the water.]]&lt;br /&gt;
&lt;br /&gt;
'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress.  Wounded dwarves will drink only water, so it is important to have a clean water source.&lt;br /&gt;
&lt;br /&gt;
Dwarves much prefer drinking from a well to drinking from a [[river]] or pond.  The unhappy [[thought]] that a dwarf gets from [[murky pool|murky]] or contaminated water will not occur if the dwarf drinks that very same water by way of a well.&lt;br /&gt;
&lt;br /&gt;
Wells must have a clear vertical pathway to a water source, i.e. a channel, an aquifer, a river, a brook, a stream, a lake, or a reservoir.  It is easiest to draw water from underground sources, but aboveground sources can also be used so long as you construct the well's floor on the z-level above the water.  The water in the square directly below the well must be at least 3/7 deep.&lt;br /&gt;
&lt;br /&gt;
When constructing a well, it is important to consider [[water pressure]] to avoid flooding your fortress by accident.&lt;br /&gt;
&lt;br /&gt;
Using the well will take a small amount of water from the channel below, so it will eventually dry up if not replenished. Wells generate a happy [[thought]] from dwarves who use them, a deep well shaft contributes to the building quality, as well as the materials used in the construction.&lt;br /&gt;
&lt;br /&gt;
Your dwarves will happily use any excuse for falling into wells, usually resulting in injury, drowning and swift death. Thus you should construct your well as dead end, surrounded mostly by walls. Military dwarves are reportedly even more interested in well-diving than civilians, so keep military infrastructure, especially barracks, away from wells. This may be caused by sparring dwarves, who tend to ignore danger when dodging. Building escape stairs from your water source may also be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
The required materials for building a well are:&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Bucket]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Mechanism]]&lt;br /&gt;
* [[Chain]] or [[Rope]]&lt;br /&gt;
* Open space over water&lt;br /&gt;
&lt;br /&gt;
A well can be defined as a meeting area with the {{k|q}} key.&lt;br /&gt;
&lt;br /&gt;
For detailed instructions on setting up a working well, see the [[well guide]].&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7708</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7708"/>
		<updated>2009-05-25T00:21:30Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: Added a bit about how milk is not a drink in this game (I was confused about that and had to look it up in the milk entry)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when it is available. When dwarves are forced to drink [[water]], they begin to work slowly as a result of their alcohol dependency.  (Note that in Dwarf Fortress, [[milk]] is not actually drinkable -- it is only used to make [[cheese]].  Dwarves drink ''only'' alcohol and water.)&lt;br /&gt;
&lt;br /&gt;
Alcohol can be brewed at a [[still]], brought with you from the [[embark]] screen, or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a [[still]] requires a [[#Brewable_plants|brewable plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an [[exploit]], and [[Toady]] plans to revamp the whole cooking system in the future, and in the process disallow the use of booze (as well as things like seeds and syrup) as a food substrate.&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A dwarf with a permanent injury to his or her nervous system will be bedridden for life and will never again drink alcohol, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Great balls of fire!===&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. It is possible that the dramatic coloring is just the evaporated alcohol, and any damage to dwarves is actually caused by the source of the fire, not the booze vapors. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28352</id>
		<title>40d Talk:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Glass&amp;diff=28352"/>
		<updated>2009-05-25T00:16:52Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Quantities Required==&lt;br /&gt;
Do some items require more sand than others? Or can you really make furniture from one bag each? --[[User:Strangething|Strangething]] 17:33, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:From my glass-tower fort days, I'm inclined to say 'yes'. Every glass item, from a gem to a floodgate, only requires one bag of sand. I certainly don't remember having any problems with running out of sand, once I started using the manager screen to order an equal amount of sand collection before each glass item order. Probably a good idea to test in the latest version though. --[[User:Raumkraut|Raumkraut]] 03:40, 22 July 2008 (EDT)&lt;br /&gt;
:Just tested in 0.28.181.39c: A raw green glass (gem) and a green glass floodgate both used a single bag of sand (plus a unit of fuel). --[[User:Raumkraut|Raumkraut]] 05:35, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Glass Traps==&lt;br /&gt;
With v 33b, I have successfully made trap components without difficulty, so I've deleted the reference to bars being required.  This raises the issue, however, of what damage rating the various sorts of glass get.  As far as I can tell, glass doesn't appear in the mat glosses, so I'm not sure how to determine what the actual value is.  Anyone have a suggestion? [[User:Doctorlucky|Doctorlucky]] 01:46, 22 November 2007 (EST)&lt;br /&gt;
:I can't answer your question of getting the data from the files, but apparently someone has confirmed glass as having 50% damage, so I removed your verify tag and pointed to my source. [[User:Runspotrun|Runspotrun]] 04:31, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
:&amp;quot;Raw glass is essentially a low-value gem, a frequent request of dwarves undergoing a strange mood. Given its abundance, raw green glass makes an excellent training material for practicing the gem cutting skill.&amp;quot;&lt;br /&gt;
::In 33g, I'm having trouble making raw glass show up for cutting in the Jeweler's Workshop. GreyMario on #bay12games @ WorldIRC.net suggests that raw glass is not able to be cut to train the gem cutting skill. If it is possible to cut raw glass, is there something special that needs to be done, or some reason why it wouldn't show up in the screen? If it isn't possible, the above line needs to be removed from Products. [[User:Rkyeun|Rkyeun]] 00:19, 26 February 2008 (EST)&lt;br /&gt;
:::I believe there currently is a bug where raw and cut clear and crystal glass does not shop up on the jeweler's workshop screen.  You can get around it with the manager.  [[User:Bouchart|Bouchart]] 00:30, 26 February 2008 (EST)&lt;br /&gt;
::::Confirmed (33g). The manager can queue glass cutting jobs, which are then processed normally. I will make a note of this in the article. [[User:Rkyeun|Rkyeun]] 00:37, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==The Raw Glass==&lt;br /&gt;
:I am having trouble making raw glass i think its some kind of bug but when they go get the sand then they will bring it to the furnace only to stop making it and it will go off my que even if its on repeat, they do how ever use the sand so can my swarfs fail at making raw glass. i have this problem   alot with my magma forges and furnaces [[User:Rock n rat|Rock n rat]&lt;br /&gt;
::Are you sure they didn't make raw glass and then run out of sand (Check your gem bins)?  If you've got Collect Sand and Make Raw Glass both on repeat, when they run out of sand they'll switch to gather sand and when they run out of bags they'll switch to make raw glass.  Occasionally they'll cancel one of them, but most of the time they'll just move the active job to the top. --[[User:Squirrelloid|Squirrelloid]] 19:26, 24 April 2008 (EDT)&lt;br /&gt;
:::And you do have fuel for the furnace, right? Also, other than green glass needs additional materials. --[[User:Karpatius|Karp]] 17:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Glass furniture made by a Mason? ==&lt;br /&gt;
&lt;br /&gt;
According to [[gem]], it's possible to use glass (presumably they're talking about raw glass) as a stone for making tables and doors.  If this is the case, there's no real point in having a skilled glassmaker, as you could just make raw glass for your highly-skilled masons.  Thoughts?  [[User:Gairabad|Gairabad]] 22:15, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's not like you're going to run out of stone.  You can run out of gems, though, so if you want to train a gem cutter/setter, use raw glass.  Aside from that, glass is most useful for making the things you can't make out of stone: trap weapons, terrariums, tubes, windows, vials... I think that's it.  High-quality glass trap weapons (and terraria) are really quite good.  Pity Toady still doesn't let us make glass [http://en.wikipedia.org/wiki/Carboy demijohns].--[[User:Maximus|Maximus]] 23:16, 7 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The only ores with value &amp;gt;3 are the iron ores, native silver, native gold, native platinum, native aluminum, and raw adamantine.  It seems unlikely that you'll have enough of those to build all your fortress's furniture, but you might have enough clear glass.  So clear glass furniture makes sense for a classy fortress.  [[User:Gairabad|Gairabad]] 00:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I don't think raw glass is usable in a mason's workshop (although it has been a long while since I last tried it). To get tables and chairs of glass you need to make them directly at the furnace. [[User:VengefulDonut|VengefulDonut]] 09:25, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Clear glass is a pain to make.  Woodcutting, ashery, kiln, glass furnace, plus sand collection and hauling for everything.  In fact, it may be the single most complicated material to make in all of DF, short of crystal glass, which adds one more ingredient.  Clear glass is fancy, certainly, but best left to challenge builds.  And as far as I know, dwarves ignore item [[value]] -- a masterpiece basalt chair is a thing of beauty while a no-quality platinum table is ho-hum.  (Item value contributes to overall bedroom value, but expensive ones are off-limits to non-legendary dwarves.  Good food and drink is a much easier way to keep dwarves ecstatic.)--[[User:Maximus|Maximus]] 22:55, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Hmmm...  You may be right about the quality thing.  Looking at the thoughts page, we have one thought following the template &amp;quot;admired {a/own} {quality} {building} lately&amp;quot; and another following the template &amp;quot;admired (own?) very fine/splendid/wonderful/completely sublime/tastefully arranged ___ lately&amp;quot;.  So my guess is that the first thought depends only on quality, while the second thought depends on value.  The second thought might only be for statues.  As for clear glass, please do not doubt my mastery of efficient fortress design and operation.  :-P  [[User:Gairabad|Gairabad]] 23:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You can't make furniture from raw glass in the way you describe. Masons only use stones made of stone for their tasks (stones made of green glass are invalid, stones made of clear diamond are valid). Raw glass is a rough gem made of glass (rough gems made of granite are invalid). [[User:Rkyeun|Rkyeun]] 08:51, 25 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== raw glass cannot be cut by Jewelers to make glass gems ==&lt;br /&gt;
&lt;br /&gt;
According to this article, raw glass can be cut by a gem cutter just like other rough gems.&lt;br /&gt;
I have produced raw glass.  It has been placed in my gem stockpile (just like a rough or cut gem) but it does not appear in the workshop menu to be cut or encrusted.  I repeat:  raw glass does not appear as an option for cut or encrust.  What am I missing here?  Is this a bug in 40d?  What the heck else is raw glass good for?!--[[User:Jpwrunyan|Jpwrunyan]] 02:08, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As I recall, raw _green_ glass shows up just fine, but clear glass does not for some reason.  Use the manager's screen to order clear glass to be cut. --[[User:Squirrelloid|Squirrelloid]] 05:10, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, thank you very much!  Indeed I have been making ''clear glass'' (I have never tried using the manager screen before either...)--[[User:Jpwrunyan|Jpwrunyan]] 08:13, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Glass is Magma-Proof? ==&lt;br /&gt;
I have some glass items that have been submerged in magma for an awful long time. Is glass somehow magma proof? Has anyone got molten glass or made glass buildings deconstruct under magma assault? --[[User:Rkyeun|Rkyeun]] 19:12, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The [[magma-safe materials]] page says that glass ''furniture'' won't melt when dumped in magma.  It seems like a good thing to add to this article. --[[User:LegacyCWAL|LegacyCWAL]] 13:13, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I have noticed the same thing for dumped iron weapons: They get dumped in magma and they didn't melt. Also, I had a floodgate that wasn't magma safe, but it didn't melt either.  Is that a random chance thing or does it take time (it was only exposed for ~1 season)?--[[User:Kwieland|Kwieland]] 14:40, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Limestone?==&lt;br /&gt;
Why was a comparison to the value of limestone added?  I don't see the reason?--[[User:Mithra|Mithra]] 20:49, 22 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The cake is a lie==&lt;br /&gt;
&amp;quot;Behind a green glass door, there is cinnamon grossular and yellow spessartine, but no pink garnet or purple spinel.&amp;quot;  Is this an in-joke or something?  If so, I don't get it.  (I've played Portal.)  If it's not, then what is going on with this sentence?  I'd recommend either explaining it or taking it out.&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Severed_body_part&amp;diff=45208</id>
		<title>40d Talk:Severed body part</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Severed_body_part&amp;diff=45208"/>
		<updated>2008-10-12T14:49:56Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: New page: I don't think we need this page.  The game calls severed body parts &amp;quot;chunks&amp;quot; and there is already a page under that name.  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think we need this page.  The game calls severed body parts &amp;quot;[[chunk]]s&amp;quot; and there is already a page under that name.  --[[User:Ookpik|Ookpik]] 10:49, 12 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28299</id>
		<title>40d:Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28299"/>
		<updated>2008-10-12T14:48:01Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: added link, fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] who have been living [[underground]] for several years will often become [[cave adaptation|nauseated]] when exposed to the sun, meaning that long-standing fortresses will sometimes have little pools of vomit near outdoor [[refuse]] piles, [[stockpile]]s, and any other structures that dwarves only need to visit occasionally. Note that this illness can even befall dwarves who &amp;quot;enjoy working outdoors.&amp;quot; [[Cave adaptation]] is the term applied to a dwarf suffering from this symptom.&lt;br /&gt;
&lt;br /&gt;
While throwing up, a dwarf is briefly stunned.  This means that if you send cave-adapted soldiers outside to fight during a [[siege]], they may be unable to defend themselves for a brief period.&lt;br /&gt;
&lt;br /&gt;
Creatures also vomit after sustaining injuries to their stomach or other organs.&lt;br /&gt;
&lt;br /&gt;
A [[puddle]] of vomit is represented by the same character as water (a double tilde: ≈) but is green rather than blue. Another object on top of a puddle of vomit will appear normally but on a green background. If vomit and [[blood]] puddles exist on the same tile, its [[color]] will be brown.  Walking through vomit will not affect a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
Vomit will disappear at the beginning of each season.&lt;br /&gt;
&lt;br /&gt;
[[category:lore]]&lt;br /&gt;
== See also ==&lt;br /&gt;
[[Cave adaptation]]&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17611</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17611"/>
		<updated>2008-10-12T08:50:30Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: /* Is Sand Ever Available in Caravans? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can't collect sand without empty bags or a glass furnace. The command to gather sand is issued from the furnace itself.&lt;br /&gt;
:At least, that's how it was back in the last version-I doubt they changed it, though.&lt;br /&gt;
:[[User:Kefkakrazy|Kefkakrazy]] 18:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It hasn't changed. --[[User:Draco18s|Draco18s]] 19:41, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Absence of sand and moods ==&lt;br /&gt;
&lt;br /&gt;
Are you screwed if a dwarf enters a mood, requires raw green glass, and there is no sand on the map?  Presumably in such a situation you'd want to specify glass blocks from the traders ASAP.  I just had a dwarf go berserk for want of green glass ... although he was a lowly hauler, so whatevs! [[User:Julius|Julius]] 14:37, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:So far, in all my fortresses, my dwarves never asked for something they could not find on the map for their moods. In my current fortress, I have a ''lot'' of items made of rock, wood, bone and leather... --[[User:Eagle of Fire|Eagle of Fire]] 20:16, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have had a fort where there was no single sand at all...but after some years small squares of sand has appeard at places where my dwarf travels alot. Is it possblie that sand can be made? ([[User:Keilden|Keilden]] 06:20, 21 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:I believe this is caused by the dwarves killing off the vegitation covering the sand.  I don't think you can create sand in areas where there is something else underneath, such as silty loam.--[[User:Kingzilla|Kingzilla]] 19:03, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It's easy to tell if a square has collectible sand or not. Simply designate a zone over a single square, and look to see if sand collection isn't a 0. --[[User:N9103|Edward]] 01:33, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well those single squares have more then 0 in sand but they can't be collected.([[User:Keilden|Keilden]] 02:48, 22 January 2008 (EST))&lt;br /&gt;
&lt;br /&gt;
:Then there's something else wrong, not a lack of sand. The raws determine the sand or not. I've gone and added sand to a map that originally didn't have any by adding the proper tag. If the zone says it's sand, then it's sand, and something else in the collection is the problem.  --[[User:N9103|Edward]] 20:35, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Types of sand for glassmaking ==&lt;br /&gt;
&lt;br /&gt;
Are red, black, white and yellow the only types of sand available for glass production? [[User:Schm0|Schm0]] 20:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, as they are the only types of sand. (Loamy sand or whatever isn't really sand) --[[User:Karlito|Karlito]] 23:55, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::&amp;quot;(Loamy sand or whatever isn't really sand) --Karlito&amp;quot;  &amp;lt;br /&amp;gt;Thank you for clearing that up!  If you get time, would you add that to the Sand page?  -- [[User:Holyfool|Holyfool]] 9:55, 21 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== digging for sand ==&lt;br /&gt;
&lt;br /&gt;
In some forum there was mentioned that one may dig for sand near a river, in the sense that this might create some previously hidden areas of sand for bag-collecting.  can this really be done? and how? --[[User:Koltom|Koltom]] 19:41, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Just check to see if there's a sand deposit under the soil near the river.  Sometimes you get lucky.  You can check without digging there as well, just {{k|k}} over the banks under it. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chrispy|Chrispy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::I don't think this is true, personally. Then again, I hardly ever embark on a river. Heh. --[[User:GreyMario|GreyMario]] 17:18, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I'm not sure 'digging' is the right word - you may need to pump water for sand.  I just found an underground pool with a sandy bottom on a map otherwise lacking in sand.  Multi-level water pumping?  Gee i'm glad i practiced building under the ocean not too long ago... --[[User:Squirrelloid|Squirrelloid]] 19:02, 22 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Is Sand Ever Available in Caravans? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering if I will never have it in this current fortress. --[[User:Ehertlein|Ehertlein]] 07:46, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sadly, no. Caravans don't carry sand and it isn't available as something you can request. I expect Toady will eventually take care of it in an update, but for now you're out of luck. You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map (no sand). --[[User:Janus|Janus]] 08:48, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good to know. I was basically just interested in making some glass windows for an office. --[[User:Ehertlein|Ehertlein]] 09:45, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::If you don't mind cheating, you could either make your soil sand by raw editing. That's what I do, since finding a small site with sand + underground river + magma pipe + flux + chasm - aquifer - underground pool - cave - salt water is a bit difficult. --[[User:Savok|Savok]] 12:10, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'll work with what I have been given. I have a magma pipe and supposedly an underground river (if the site finder didn't lie to me) so I will work on building some sort of obsidian monstrosity if I get bored. I am too new to DF to worry too much about glass anyways! I can't even keep incoming caravans happy! :) --[[User:Ehertlein|Ehertlein]] 12:43, 22 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You can always use gems to make windows. Those can potentially be quite a bit more valuable than glass ones anyway. --[[User:Janus|Janus]] 04:27, 23 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;You shouldn't actually need it though since moods no longer require glass if you have none and have no way to make it on your map&amp;quot;:  This may be true, but I know through bitter experience that nobles will request glass items on sandless maps.  The Hammerer has not listened to my protests.  :p  --[[User:Ookpik|Ookpik]] 04:50, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Sand suddenly appeared ==&lt;br /&gt;
&lt;br /&gt;
I'm on a map that had no sand (and I lost two glassmakers to strange moods because of it); suddenly after several years a large region of yellow sand is turning up near/in my farms, in areas that had formerly just been muddy gabbro/obsidian floor.  It's almost exactly 5 years since I first created these farms (and made the ground muddy), and the area has experienced a lot of traffic.  Is this repeatable?  Can any fort get sand if they wait long enough?--[[User:Maximus|Maximus]] 01:03, 12 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Shop&amp;diff=25651</id>
		<title>40d:Shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Shop&amp;diff=25651"/>
		<updated>2008-10-12T08:44:09Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: Added some information about buying shops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Shop|key=z&lt;br /&gt;
|job=&lt;br /&gt;
None&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
Skill appropriate to building material&lt;br /&gt;
|purpose=&lt;br /&gt;
Allows dwarves to purchase items&lt;br /&gt;
}}&lt;br /&gt;
A '''shop''' is a 5x5 [[building]] that only appears in your {{K|b}}uild screen under the {{K|z}} key once the [[dwarven economy]] has started.&lt;br /&gt;
&lt;br /&gt;
Shops will sell to your [[dwarves]] a selection of items already found in your fort. Items will automatically be hauled to the shop, where they will be up for purchase by other dwarves. &lt;br /&gt;
&lt;br /&gt;
Each shop has a [[shopkeeper]].  By default this will be either your [[bookkeeper]] or your [[broker]], but any dwarf who is wealthy enough can buy the shop from them.  A shop has a starting price of ☼200, but its value goes up proportional to the items that have been hauled there.  This means that a shop can quickly become unaffordable to every dwarf in your fortress, especially if your dwarves choose to haul high-quality gear, or gear that is made of expensive materials like [[silk|cave spider silk]].  These objects can sit in the shop for ages, clogging up your item slots and making it impossible for your dwarves to acquire things they need.  Many users tear down and rebuild shops when this happens, or just build more shops.&lt;br /&gt;
&lt;br /&gt;
It is unknown at the moment how shopping works, but buying an item in a shop gives a dwarf a happy thought.&lt;br /&gt;
&lt;br /&gt;
When you build a shop you have no way to determine which specific type of shop is created. Your dwarves will instead choose what type of shop to make of it; whether they choose randomly or with purpose is unknown.&lt;br /&gt;
Based on this variety of shops and the 10 item limit per shop, it is recommended you build several shops.&lt;br /&gt;
&lt;br /&gt;
=== Shop Types ===&lt;br /&gt;
*'''General Store''' - Sells a bit of everything.&lt;br /&gt;
*'''Crafts Market''' - Sells [[crafts|crafted goods]].&lt;br /&gt;
*'''Clothing Shop''' - Sells [[clothing]].&lt;br /&gt;
*'''Exotic Clothing Shop''' - Sells clothing that doesn't fit on the dwarves (narrow, large, small)&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=34867</id>
		<title>40d:Meeting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Meeting&amp;diff=34867"/>
		<updated>2008-09-14T02:04:49Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: Changed the redirect to a separate article;  a meeting is not the same thing as a meeting hall :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Noble]] dwarves need to schedule occasional meetings with representatives from the homelands and foreign diplomats.  Meetings generally begin when the seasonal [[caravan]] arrives;  merchants and traders usually have a diplomat accompanying them, who will meet with the [[mayor]], the [[baron]](ess), or the [[count]](ess) to discuss [[trade]] agreements and [[elves|tree genocide]].  The foreigner will follow the relevant dwarf around the fortress until the meeting is finished;  if your nobles have a lot of labours turned on, the meeting might take several months to conclude.&lt;br /&gt;
&lt;br /&gt;
If the dwarf has an [[office]], the meeting will take place there;  a high-quality office will give the dwarf who scheduled the meeting a happy [[thought]], while a poor office will upset the dwarf.  If the dwarf does not have an office, the meeting will take place in a [[meeting hall]], which is to say a dining room that has the &amp;quot;Meeting Hall&amp;quot; option turned on.  Meeting in public sometimes embarrasses the dwarf, who receives an unhappy thought from having to conduct a meeting in such circumstances.&lt;br /&gt;
&lt;br /&gt;
Unhappy civilians sometimes schedule their own meetings with the [[mayor]] in order to yell at him or her.  This process is a bit buggy -- if the mayor is interrupted during the meeting, the civilian will sometimes get stuck in the &amp;quot;Conduct Meeting&amp;quot; labour.  Drafting and undrafting the civilian might help snap them out of it.&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16746</id>
		<title>40d Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Activity_zone&amp;diff=16746"/>
		<updated>2008-09-14T01:42:42Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: /* Undumpable: belongings of dead dwarves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Undumpable: belongings of dead dwarves==&lt;br /&gt;
Has anyone else noticed that when a dwarf dies and leaves behind all his items on the floor of your fortress, you can designate them for dumping but the dwarves never come and dump them? Is there any way to get rid of these? I also noticed dwarves never seem to dump damaged items (items that have an x in their name). ----[[User:Hyperbox|Hyperbox]] 04:29, 21 August 2008 (EST)&lt;br /&gt;
:I don't think dwarves will dump items with ownership flags, so that's why your dwarves never seem to dump damaged items.  I think they need to replace them first. In the case of death, though, my experience has been that the items get de-owned on death and the other dwarves come strip the body. If you do {{k|o}}rders &amp;amp; choose {{k|F}}orbid, there are some settings about whether items are forbidden upon death, but I think they default to mostly-permissive, so unless your settings got changed that shouldn't be affecting you, either. --[[User:Sev|Sev]] 03:41, 27 August 2008 (EDT)&lt;br /&gt;
::I'm thinking that the [[dwarven economy]] might throw another yet wrench into this system.  Since my economy started, my dwarves have refused to dump ''any'' clothing items, including narrow clothing.  I'm wondering whether it's because dwarves won't dump anything they might be able to sell.  Bless their capitalist little hearts, but it's extremely frustrating.  --[[User:Ookpik|Ookpik]] 21:42, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Proposed move==&lt;br /&gt;
should this page be moved to the singluar title &amp;quot;Activity zone&amp;quot; ?&lt;br /&gt;
(unsigned/unknown [[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT))&lt;br /&gt;
&lt;br /&gt;
==Force drinking location==&lt;br /&gt;
Any advice how to get dwarves really drink where I want them?&lt;br /&gt;
I have one space water supply zone at the end of channel so the zone is above the floodgate) and then I have another 12 space zone around a little pond.. still all the dwarves run all the way to the brook for drink. (..yea yea, I know, I need booze. sorry for beeing slow)&lt;br /&gt;
--Shiona&lt;br /&gt;
:under the orders menu, along with the only farmers harvest and refuse type orders, there is an option for zones, under that submenu you can say 'prefer to drink/fish at zone' 'only drink/fish at zone' which might be what you need. Also make sure you are setting the zones to a type and not just designating them. --[[User:Shades|Shades]] 05:27, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Vertigo when filling ponds?==&lt;br /&gt;
This is not really related to zones, but I have a pond my dwarves are filling, which is three levels deep. They seem to be suffering from extreme vertigo; they keep filling a bucket, dumping it in, and then staggering away stunned and nauseous. There's vomit ''all over'' my pond now.&lt;br /&gt;
- [[User:Clockwork|Clockwork]] 19:20, 18 November 2007 (EST)&lt;br /&gt;
:That sounds like cave adjustment to me. When's the last time they've been outside before that problem arose? If dwarves spend too long underground, they'll get accustomed to it, to the point that being hit by sunlight again will give them the exact symptoms you just described. The pond has nothing to do with it, aside from the fact that they're outside while filling it. --[[User:Hesitris|Hesitris]] 22:42, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Inappropriate building?==&lt;br /&gt;
I have designated a pond inside my fort in an attempt to get some floors muddy for farming. However, I keep getting the message: so and so cancels Fill Pond: Inappropriate building. Any hints as to what I am doing wrong?&lt;br /&gt;
- [[User:Ehertlein|Ehertlein]] 07:03, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: IIRC Dwarves will only pour water into a pit; ie. an empty space. If you want to make a floor muddy, you need to mark a pond on the z-level above it. --[[User:Raumkraut|Raumkraut]] 14:41, 18 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Garbage dump ==&lt;br /&gt;
The following sentence is self contradicting. &amp;quot;Each ground tile within that zone is considered a garbage dump tile; thus, if you want to place a single-tile zone, place the zone onto a ground tile (optionally adjacent to a cliff or pit), not onto an open space.&amp;quot; It needs correcting, one way or the other. --[[User:Aykavil|Aykavil]] 04:49, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Wiki style question==&lt;br /&gt;
while reading articles in this wiki, i sometimes see keyboard keys described as being &amp;quot;pushed&amp;quot; (for example, under Construction in [[Well]]), sometimes as being &amp;quot;used&amp;quot; (link) and sometimes just Shortcut {{k|w}} (for example, [[Dump]]). can i use any of these in articles that i wish to add to the wiki? -[[User:Anachron|Anachron]]&lt;br /&gt;
:There is a lack of consistency. Fix it all! or adopt the (non)standard that already exists... the real answer is see the [[rule]]s. If it's not covered and you think it should be.... work out where it should go![[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Animal pits==&lt;br /&gt;
Is this how I am meant to keep all my herd animals in the same place (I'd prefer not to cage them, I don't know why...)? Are they gonna get hurt when I drop them down a z-level?[[User:GarrieIrons|GarrieIrons]] 07:59, 4 July 2008 (EDT)&lt;br /&gt;
:Now I think I have an issue that...&lt;br /&gt;
::I have a passage leading to a channel. The channel and one floor tile before it are my pit zones.&lt;br /&gt;
::Below that is a room with a s-bend corridor with several doors marked &amp;quot;Passable&amp;quot; (ie not passable to pets).&lt;br /&gt;
:It seems that my dwarves want to drop an animal into the pit. Then go downstairs, pick it up, and do it again.&lt;br /&gt;
:I am confused![[User:GarrieIrons|GarrieIrons]] 09:04, 4 July 2008 (EDT)&lt;br /&gt;
===After a night of sleep===&lt;br /&gt;
Alright. I now have an animal pit activity zone. Below it is a room with an S-bend corridor with three doors marked '''Passable''' (for dwarves only).&lt;br /&gt;
There are &amp;quot;several&amp;quot; animals in the pit.&lt;br /&gt;
My question: When I {{k|i}} on the zone, then {{k|P}}, does it show me the animals who have already been put in the pit or not? I would have thought it would be like a cage, showing all animals but putting a special character next to the ones already in the pit.[[User:GarrieIrons|GarrieIrons]] 21:01, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately there is no way to tell if an animal has been placed in a pit. So when you assign animals to a pit, it is a one-shot thing only - a dwarf will pit the animal, then there will be no indication that the animal is there the next time you look at the list. It would be nice if we could designate areas as pits, where the areas would act as 'stockpiles' or 'cages' that track which animals are in them.[[User:Pavlov|Pavlov]] 04:46, 30 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10864</id>
		<title>40d Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Immigration&amp;diff=10864"/>
		<updated>2008-08-21T21:05:48Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Comments regarding new version==&lt;br /&gt;
Don't know how much of this info is still valid. For example, the line &amp;quot;Notably, the incredibly useful Manager requires at least twenty dwarves.&amp;quot; is a hold-over from the previous wiki. In fact, most of the noble-related info is outdated.&lt;br /&gt;
I'm going to edit out anything that I ''know'' to be wrong. Get rid of the wrong stuff, and we can start getting correct stuff in instead.[[User:Thexor|Thexor]] 19:07, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The validation abilities of the manager still only appear after you have 20 dwarfs. But you can access the screen before that happens. Don't know if this validation has any additional effect or if the managers even work before that.--[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, the manager will work just fine when you have less than 20 dwarfs. He will need an office if you have more than 20 dwarfs.--[[User:Tomato|Tomato]] 16:13, 10 March 2008 (EDT) &lt;br /&gt;
==migration vs location on world map==&lt;br /&gt;
I have a nagging sense from playing a year or two in a few different areas that the number of migrants is a bit more random now. I have one decently wealthy young outpost located far from it's civilization on the map which has gotten very few immigrants in the first two years. Perhaps with groups now moving on the overall map, it is more important to be close to your civilization's area so immigrant groups arrive more quickly and are less likely to get ambushed on the way? Pure conjecture on my part and not backed by any real evidence, but an interesting idea nonetheless. --[[User:Janus|Janus]] 16:15, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, my first throw-away fortress got gigantic immigration crowds every single season. Then I abandoned, rerolled the world, and started a new fortress. It produces worlds more wealth than my first fortress, but I have only gotten one immigration wave on the second Spring, bringing my numbers to 24. I then received my second immigration on the start of the third Spring, bringing me up to 48 dwarves. I was very worried up until I got that first wave in the spring... I almost thought I was going to have to scrap the fortress and start again. For reference, I receive elf, human, and dwarf traders. No sieges yet. I have no deaths so far. It would seem that the MAXIMUM immigration amount is 24 for one season. [[User:FFLaguna|FFLaguna]] 23:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've gotten 25 immigrants in one wave, but one of these was a child, which may ironically go into the 'pets' category rather than 'dwarf' category.  Do children have parents when they come with immigrants?  -Gotthard&lt;br /&gt;
::: I've had a family of four come in one wave-Husband and Wife and 2 children. The children were very sad when their mother got killed by a goblin. I also had a dwarf born from parents in my first immigration wave. Has anyone every had two dwarfs marry? Not arrive married but get married at your fort. Just wondering if it's possible.  --[[User:Angus|Angus]] 18:22, 17 February 2008 (EST)&lt;br /&gt;
::::With this latest version release (0.27.176.38a), dwarves can indeed marry each other at your fortress. --[[User:Janus|Janus]] 04:19, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Update: On the summer of my third year, I finally received some migrants! Woooo. I received about 12 immigrants. [[User:FFLaguna|FFLaguna]] 01:35, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Happend to me sometimes to, you have to wait for immigrants sometimes. --[[User:Soyweiser|Soyweiser]] 16:58, 8 November 2007 (EST)&lt;br /&gt;
==clarification on editing ini file==&lt;br /&gt;
One point of conflict in this article.  It states that once the immigration limit is reached normal immigration is ceased. It then encourages a method of editing the init file to curb immigration.  It says to just reedit it when you want more dwarfs.  In my findings when I use this tactic as soon as my limit is hit I get no more dwarfs, even after reediting the init file to a higher number.&lt;br /&gt;
&lt;br /&gt;
The section where it says &amp;quot;A '''migrant''' is a member of a wave of immigration.&amp;quot; is really obvious and there's no other information there. I think it should be removed, or at least made part of the general information. --[[User:Tachyon|Tachyon]]&lt;br /&gt;
&lt;br /&gt;
--[[User:Angus|Angus]] 18:17, 17 February 2008 (EST)&lt;br /&gt;
==Talk Page from Migrant==&lt;br /&gt;
This page should be merged with the page on immigration. [[User:Bouchart|Bouchart]] 01:47, 23 November 2007 (EST)&lt;br /&gt;
:Agreed, and done --[[User:Juckto|Juckto]] 08:28, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I felt this edited out info is worth keeping here as hint for further investigations.&lt;br /&gt;
&lt;br /&gt;
 === Immigration Triggers ===&lt;br /&gt;
 &lt;br /&gt;
 Migrants appear in waves when the total wealth of the fortress (view by   hitting 'Z') reaches:&lt;br /&gt;
 &lt;br /&gt;
 * 5,000&lt;br /&gt;
 * 10,000&lt;br /&gt;
 * 100,000&lt;br /&gt;
 * 140,000&lt;br /&gt;
 * 165,000 (?)&lt;br /&gt;
 * 300,000&lt;br /&gt;
 * 340,000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
(This should probably go on the Migrant talk page, but this page seems to be busier)&lt;br /&gt;
&lt;br /&gt;
Will an immigrant always arrive with the necessary equipment to perform his skills? ie, will a hunter always arrive with a crossbow, armour and bolts? [[User:Runspotrun|Runspotrun]] 16:08, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:nope, sometimes you get an immigrant who doesn't have the right equipment. (Had woodworkers with carpentry and wood cutting skills withouth an axe). --[[User:Soyweiser|Soyweiser]] 07:46, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I think it depends a bit on how multi-skilled they are: if he had been a [[woodcutter]] he would have had an axe but as he was a woodworker... well, carpenters need a workshop not an axe.[[User:GarrieIrons|GarrieIrons]] 21:21, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Combat Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have yet to have any of my immigrants to show up as military types, even though I've at least produced crossbows in every fort I've run so far.  Had one fort reach it's 6th year and have crafted every type of weapon available without a single dwarf showing up with combat skills.  Anyone verify that this is still true?    --[[User:TheUbie|TheUbie]] 04:49, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You were just unlucky. I have forged some hammers and axes and a hammer and a axe soldier showed up at my fort [[Doler 12]], 18:11 19 November 2007 (GMT+1)&lt;br /&gt;
&lt;br /&gt;
:Did you maybe create a military and train dwarves in hammers and axes?  --[[User:Geekwad|Geekwad]] 14:19, 19 November 2007 (EST)&lt;br /&gt;
:: The one and only military migrant (a Marksdwarf) I got so far came after I had someone advance to Champion level. Is this just a coincidence or have other people noticed this?  --[[User:Angus|Angus]] 23:44, 19 February 2008 (EST)&lt;br /&gt;
:::No. I made crossbows and got marksdwarves immigrants and my best soldier was a novice crossbowman. --[[User:Koltom|Koltom]] 06:55, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Immigration Rate ==&lt;br /&gt;
&lt;br /&gt;
Has anyone noticed there seems to be a logarithmic curve associated with immigration?  In the beginning, it doesn't matter what I do to keep my wealth down (including only building 7 beds and a small wooden 'shack' to put them above ground, and not mining out any squares) I seem to get a ton of immigrants.  However, going from 1.1M to 1.4M resulted in only 5 immigrants or so the whole year.  Either there might be a 'minimum' baseline for forts (and 7 isn't it, seems closer to 25-40 or so, doesn't matter what your wealth is you will grow to that) or it is logarithmic.  I don't think it is related to deaths in my large fortress, I've had one elite marksdwarf die to a hydra, and 6-7 more (in 6 years) to goblins, moods, etc.  I don't have the economy, perhaps this slows it down around 100?  --Gotthard 11:18, 10 December 2007 (EST)&lt;br /&gt;
:Heh, I'm about to test that: my first winter killed six of my dwarves so we'll see how many migrants I get. I'm currently outnumbered by dogs about 10:1... unfortunately I also lost my only mare so I've got two male horses, may as well kill both of them as soon as I need a quick snack! [[User:GarrieIrons|GarrieIrons]] 01:05, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Military immigrants without weapons ==&lt;br /&gt;
&lt;br /&gt;
I started a game with just one dwarf.  The first immigration wave, in the next spring, I got a recruit as one of my immigrants.  This recruit had NO military skills, and no armor or weapons.  What confuses me is that I had never created any weapons.  The only remotely military thing I ever made was a single leather armor.  If it matters, I hadn't created hardly anything else before that point either--a bed, basic furniture, less than ten stone crafts, no cooking, and that armor.  Anyone else seen this?  It throws a kink into the &amp;quot;weapons bring military dwarves&amp;quot; thing.  Oh, and I also have pits as a feature in this map if it matters (as yet unrevealed). --[[User:Sowelu|Sowelu]] 09:28, 12 January 2008 (EST)&lt;br /&gt;
: Did the recruit have any skills? Otherwise he's basically the same as a peasant.  How many dwarfs were in your military at the time.  That might also have been a factor. --[[User:Angus|Angus]] 23:47, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasons and Immigration ==&lt;br /&gt;
&lt;br /&gt;
I've had immigrants arrive in spring, summer and fall but never winter.  Has anyone had immigrants arrive in winter?  Or does whether immigrants arrive in winter depend on your fort's climate? [[User:Bouchart|Bouchart]] 22:45, 29 January 2008 (EST)&lt;br /&gt;
: I just had a group of dwarves migrate during winter right after reading this. I am in a warm climate though.  What was strange was in the following Summer I had another wave of migrants. Two in one year. --[[User:Angus|Angus]] 23:49, 19 February 2008 (EST)&lt;br /&gt;
::Multiple waves of immigration isn't unusual, I often get migrants in both autumn AND spring.[[User:GarrieIrons|GarrieIrons]] 21:19, 8 August 2008 (EDT)&lt;br /&gt;
== Headline text ==&lt;br /&gt;
&lt;br /&gt;
Currently, my record is 32 dwarfs, 8 kids and pets. anybody else beaten that?&lt;br /&gt;
--[[User:Shabang50|Shabang50]] 07:36, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, if you are sure of that, you should add it to the article. While most people seem to get smth like 20 to 25 ( my max being 19+pets), no one knows if ther's a limit and how high it is, so.. --[[User:Koltom|Koltom]] 08:52, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::i regularly get 24 exactly, but on a few cases ive gotten more, most being 28, with lots of kids -[[User:Chariot|Chariot]] 14:28, 15 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Strange stuff ==&lt;br /&gt;
&lt;br /&gt;
Once I had a leatherworker who came onto the map and as soon as he appeared, there was a message&lt;br /&gt;
 'dwarf has been possessed'&lt;br /&gt;
Strange, has this happenedto any once? Was he possessed before he came to my Fortress? --[[User:Hoborobo|Hoborobo]] 16:20, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That once happened to someone in the 2D version... tis quite simple. When a fey mood occurs, a random dwarf gets it. As it so happened, this dwarf had recently immigrated to your fortress. --[[User:Savok|Savok]] 18:37, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Interesting, can't say I've come across that particular bug, although I did come across an item with no name! It was just called a &amp;quot;Large .&amp;quot; --[[User:AlexFili|AlexFili]] 04:20, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It isn't a bug. The fey immigrant, not the &amp;quot;Large .&amp;quot; --[[User:Savok|Savok]] 09:10, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lone Dwarf ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A migrant has arrived.&amp;quot;&lt;br /&gt;
For some reason I only got one migrant this time! Weird! --[[User:AlexFili|AlexFili]] 09:28, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant caps ==&lt;br /&gt;
&lt;br /&gt;
The cap is set in my init.txt file as 200, but in one of my fortresses I got well over 200 (something like 225). Is there anything that could cause this other than a straight-up glitch? --[[User:Tachyon|Tachyon]] 23:04, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The population cap is only checked to see if another migrant wave is allowed. It is entirely possible, often likely, that the actual number of migrants in the wave pushes the population over the value set. IIRC, pregnancies will also bypass the cap. The softness of this limit is a well known... feature... :) --[[User:Raumkraut|Raumkraut]] 00:13, 3 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Migrant skills ==&lt;br /&gt;
&lt;br /&gt;
Does the amount of workshops you have for a skill affect how many immigrants have that skill? I've had no dyer's shop for a really long time, and I notice I have only one dyer, whereas I have plenty of dwarves with every other skill. --[[User:Tachyon|Tachyon]] 21:19, 10 August 2008 (EDT)&lt;br /&gt;
: I don't think so, because I always get hordes of dyers, cheese makers, and woodburners, even when I don't have any of the appropriate workshops. I really miss the days of getting miners, siege operators, growers, and masons.--[[User:DDouble|DDouble]] 16:59, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your fortress attracted no migrants this season.&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm playing a Haunted fortress on a volcano for the first time, and I got this message in my first summer.  It seemed odd because I almost never get migrants during the first summer, but this is the first time that fact was announced.  Is this a tweak in the new version (181.40c), which I just downloaded today, or is it because I'm in a haunted map?  I got the message again in the fall.  --[[User:Ookpik|Ookpik]] 17:05, 21 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6368</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6368"/>
		<updated>2008-08-05T09:45:57Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: question about monsters and wells&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:: I've built a well directly above another one, both are stated as &amp;quot;Active&amp;quot; --[[User:ConstantA|ConstantA]] 01:36, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
:Might be a good idea to designate the well's square a restricted traffic area and the eight squares around it low traffic. This should make aimless wanderers step around it instead of going WHEE! Animals don't respect traffic though, so maybe there will still be dogs and cats in the well. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It won't fall down as the ramps still have support from the adjacent stone/walls. I've been trying to figure out how to make a 1x1 shaft too but haven't had much luck. When getting the dwarves to build ramps on top of each other they do build a shaft downwards but after a certain depth the pathfinding seems to get confused and they stop. [[User:Yvain|Yvain]] 02:36, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I was able to accomplish this by digging out a side-wall and re-building the wall after deconstructing a staircase down the shaft one tile at a time. If you want it to look pretty the 1x1 shaft going down should have nice stone smoothing on as well (and it covers up the &amp;quot;filled in wall&amp;quot; seam. Alternate methods: sacrificial dwarf can pull it off (he will rot away at the bottom of your water tank) and a utilitarian &amp;quot;escape hatch&amp;quot; out the bottom of the tank. I like putting in an escape hatch at the bottom, connected to a lever, with a grate and outflow underneath so I can retrieve that adamantium armor that falls down there. (when I don't build in an escape stairway anyway). [[User:Weasello|Weasello]] 10:34, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
&lt;br /&gt;
I've had a map with only salt water and an injured dwarf.  Nobody could give him water because it was all salty.  But I built a well over the water and dwarves brought the injured dwarf water.  This happen to anyone else? --[[User:Bouchart|Bouchart]] 12:29, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==FAQ==&lt;br /&gt;
&amp;quot;How deep can a well be?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was added to the Water FAQ. I thought it better to put here, and the answer can be put on the Well page if/when it's discovered; as opposed to creating an entire new FAQ page. --[[User:Juckto|Juckto]] 06:04, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At this time (33g) I believe there's no limit to how far from water a well can be, as long as all tiles between are open space.&lt;br /&gt;
:I've got a particularly vertical map (something on the order of 50+/- levels!) so I'll give this some testing later and update this (within a week hopefully) if my tests conflict with my opinion that there's no limit. --[[User:N9103|Edward]] 21:59, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smoothing walls for a well ==&lt;br /&gt;
&lt;br /&gt;
Does smoothing the walls of a place to be filled with water prevent stagnant water?&lt;br /&gt;
:Makes no difference. [[User:Rkyeun|Rkyeun]] 09:32, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Monsters and wells ==&lt;br /&gt;
Way back in the 2D days, monsters would sometimes come out of wells.  Does this ever happen in DF3D?  Now that there's a real Z-axis, I imagine that monsters aren't just randomly generated like they used to be... but I do wonder whether tapping an underground river might cause something unpleasant to ride the bucket upward.  I'm playing on a map with an underground river and a chasm, and I'm wondering how careful I need to be with my wells.  --[[User:Ookpik|Ookpik]] 05:45, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19448</id>
		<title>40d:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19448"/>
		<updated>2008-08-05T09:40:32Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: added some extra information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There can be up to seven units of [[water]] in a tile:  1/7 is ankle-deep, while at 7/7, water fills up to the ceiling. At depths below 4/7, dwarves can walk freely, but if the depth is greater than 4/7, dwarves must [[swimming|swim]]. At 4/7, a dwarf chooses whether they walk or swim. A dwarf who can't swim can drown in a tile with too much water in it.&lt;br /&gt;
&lt;br /&gt;
A tile will flood if there is a water source adjacent to it.  You will get a &amp;quot;Damp stone&amp;quot; warning if the direction you are digging will cause a flood;  if you want to ignore the warning and continue digging, then re-designate the tile.&lt;br /&gt;
&lt;br /&gt;
After a flood, the water level in an area will even out, given time.  Therefore it is possible to drain a small [[murky pool|pool]] completely without getting too many things wet.  Larger lakes can be drained with the judicious use of a [[screw pump]] or well-designed networks of channels.  Note, however, that [[river]]s and [[ocean]]s are considered to have offscreen water sources;  in order to drain these, you must remove water faster than the flow supply.&lt;br /&gt;
&lt;br /&gt;
Deliberately flooding squares can be useful for [[farming]], particularly on squares that need to be muddied before being worked (e.g., fertile land on the surface, and rocky tiles anywhere).  However, water spreads very quickly and floods can get out of control if you don't know what you're doing;  if your map has any farmland that does ''not'' need to be muddied (such as [[peat]] or [[loam]]), then it's probably safest to farm there, without messing around with floods.&lt;br /&gt;
&lt;br /&gt;
Water movement is a major source of lag in the game.&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4205</id>
		<title>40d:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water_wheel&amp;diff=4205"/>
		<updated>2008-08-05T09:20:16Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: clarified a bit, put in some links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via [[water]] flow. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 100 power, which can be used for operating a [[pump]] or [[mill]]. Use [[axle]]s and [[Gear assembly|gear]]s to access the power produced by a water wheel. &lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Water wheels must be built on water or [[river]] tiles. They can also be powered if placed over [[brook]] tiles, but '''only if''' you first dig through the surface of the brook. Build a [[channel]] at least one tile long, right on the brook.  The water wheel will sit above this channel, but you cannot place it yet -- it has no support.  Build an [[axle]] or [[gear assembly]] next to the tile where the center of the water wheel will be.  Now you can place the waterwheel.&lt;br /&gt;
&lt;br /&gt;
Power will be generated once a channel tile under the water wheel is filled with water at a depth of four or greater.  You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting waterwheel's center.&lt;br /&gt;
&lt;br /&gt;
In order for the water wheel to generate power, there needs to be a water flow in one of the three tiles beneath it.&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the low power draw of a [[screw pump]], a self-powering assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an [[exploit]], and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
A simple design is available at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000946 this forum post].&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''*REMEMBER TO BUILD THE HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Top Floor'''&lt;br /&gt;
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|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #1 - Bottom Floor'''&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╣&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
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|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #333; background: #000&amp;quot;&lt;br /&gt;
|+'''Perpetual Motion Design #2'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
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|style=&amp;quot;color: #000000; padding: 0&amp;quot;|█&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╗&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
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|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|_&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|=&lt;br /&gt;
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|style=&amp;quot;color: #FFFFFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Key'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Wall: ║ ═ ╠ ╝ ╚ ╔ ╗ ╣ ╩'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Floor: &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Water Wheel: &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gear Assembly: &amp;lt;font color=&amp;quot;#C0C0C0&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle E/W: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Axle N/S: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Pump from west: &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Pump from south: &amp;lt;font color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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'''Channel: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;_&amp;lt;/font&amp;gt; or if background color is white'''&lt;br /&gt;
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'''Closed water source opening: &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;'''&lt;br /&gt;
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[[Category:Constructions]]&lt;br /&gt;
[[Category:Machine components]]&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Record_keeper&amp;diff=7344</id>
		<title>40d Talk:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Record_keeper&amp;diff=7344"/>
		<updated>2007-11-07T09:19:50Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the bookkeepers skill is record keeper skill is lower or higher, how does it affect gameplay? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
It is my guess that the bookkeeper will spend less time updating the stocks list.--[[User:Karlito|Karlito]] 20:30, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can check on the settings screen for the bookkeeper how far done he is updating. Higher skill makes him update alot faster. I suspect he will have to update more then once, either over time or as you add more things, but so far in my small fort once updated to full it's stayed there. --[[User:BurnedToast|BurnedToast]] 22:01, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simply request the highest accuracy of stockpile records&amp;quot;:  Simply request that ****WHERE****?!!  --[[User:Ookpik|Ookpik]] 04:07, 7 November 2007 (EST)&lt;br /&gt;
:Press {{K|n}} to get the noble screen then highlight the book keeper and press {{K|s}} for settings. You'll see the option there. --[[User:Shades|Shades]] 04:08, 7 November 2007 (EST)&lt;br /&gt;
::Oh, man, I thought I looked everywhere, but that option totally escaped me.  Thanks.  --[[User:Ookpik|Ookpik]] 04:19, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Record_keeper&amp;diff=7342</id>
		<title>40d Talk:Record keeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Record_keeper&amp;diff=7342"/>
		<updated>2007-11-07T09:07:22Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If the bookkeepers skill is record keeper skill is lower or higher, how does it affect gameplay? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
It is my guess that the bookkeeper will spend less time updating the stocks list.--[[User:Karlito|Karlito]] 20:30, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can check on the settings screen for the bookkeeper how far done he is updating. Higher skill makes him update alot faster. I suspect he will have to update more then once, either over time or as you add more things, but so far in my small fort once updated to full it's stayed there. --[[User:BurnedToast|BurnedToast]] 22:01, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Simply request the highest accuracy of stockpile records&amp;quot;:  Simply request that ****WHERE****?!!  --[[User:Ookpik|Ookpik]] 04:07, 7 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19440</id>
		<title>40d:Flood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flood&amp;diff=19440"/>
		<updated>2007-11-04T21:00:32Z</updated>

		<summary type="html">&lt;p&gt;Ookpik: Just some really skeletal basics.  Please somebody add to this!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the previous version of the game, a tile was either flooded or it wasn't.  Now, there can be up to seven units of water in a tile:  1/7 is ankle-deep, while 7/7 fills the tile.  Moving through a flooded tile exercises a dwarf's [[swimming]] ability.  A dwarf can [[drowning|drown]] in a tile with too much water in it.&lt;br /&gt;
&lt;br /&gt;
Deliberately flooding squares is important for [[farming]].&lt;/div&gt;</summary>
		<author><name>Ookpik</name></author>
	</entry>
</feed>