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	<updated>2026-08-22T22:00:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=120370</id>
		<title>v0.31 Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=120370"/>
		<updated>2010-07-06T08:22:12Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Ballistas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ballistas==&lt;br /&gt;
&amp;gt;Ballista arrows are not as powerful as before. They can now glance off ordinary clothes.&lt;br /&gt;
Were you using wooden ballista arrows, or metal ones, or both? -[[User:Derigo|Derigo]] 11:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Iron ballista bolts bruise human macemen through mail shirts. It's nowhere near as lethal. --[[Special:Contributions/24.162.158.234|24.162.158.234]] 23:01, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tested iron bolts against some elephants, only managing to bruise the muscle. Fired from normal ballistae by legendary operators.--[[User:Passive Fist|Passive Fist]] 06:46, 5 July 2010 (UTC)&lt;br /&gt;
:Same result with steel bolts.--[[User:Passive Fist|Passive Fist]] 08:22, 6 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catapult ==&lt;br /&gt;
&lt;br /&gt;
Trying to kill Titan with catapult. Titan stands outside and patiently waits when i open entrance bridge, catapult is located opposite him and shoots through carved fortifications. Operator shoots stones, but all of them pass through the square where titan is standing and land to mountain slope three times further. Is it because operator miss his target, or he just can't recognize a titan as a target and shoots just for fun? Never used catapults before, but now i short of wood and can't spend it on ballista arrows. Am i doing right? [[User:Peregarrett|Peregarrett]] 11:21, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=120242</id>
		<title>v0.31 Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Siege_engine&amp;diff=120242"/>
		<updated>2010-07-05T06:46:05Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Ballistas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ballistas==&lt;br /&gt;
&amp;gt;Ballista arrows are not as powerful as before. They can now glance off ordinary clothes.&lt;br /&gt;
Were you using wooden ballista arrows, or metal ones, or both? -[[User:Derigo|Derigo]] 11:36, 17 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Iron ballista bolts bruise human macemen through mail shirts. It's nowhere near as lethal. --[[Special:Contributions/24.162.158.234|24.162.158.234]] 23:01, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tested iron bolts against some elephants, only managing to bruise the muscle. Fired from normal ballistae by legendary operators.--[[User:Passive Fist|Passive Fist]] 06:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Catapult ==&lt;br /&gt;
&lt;br /&gt;
Trying to kill Titan with catapult. Titan stands outside and patiently waits when i open entrance bridge, catapult is located opposite him and shoots through carved fortifications. Operator shoots stones, but all of them pass through the square where titan is standing and land to mountain slope three times further. Is it because operator miss his target, or he just can't recognize a titan as a target and shoots just for fun? Never used catapults before, but now i short of wood and can't spend it on ballista arrows. Am i doing right? [[User:Peregarrett|Peregarrett]] 11:21, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=120133</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=120133"/>
		<updated>2010-07-03T20:24:39Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will become drinkable if then kept separate from natural walls, natural floors, other salt water or an aquifer.{{verify}}&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump. [[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
:{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0f0; padding: 0&amp;quot;|X||style=&amp;quot;color: #070; padding: 0&amp;quot;|X&lt;br /&gt;
|}&lt;br /&gt;
This example &amp;quot;pumps from the west&amp;quot; (left) to the east (right), the {{k|h}} option.  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you do not need to build a pump out of {{L|magma-safe}} materials, unless the open tile is going to be submerged in magma.{{verify}}&lt;br /&gt;
** Exception: Wooden parts {{L|wear}} out fairly quickly when used to pump magma, eventually causing the pump to break down into the non-wooden parts.  This is due to the magma heating the adjacent tiles to a temperature at which wood takes heat damage.{{verify}}&lt;br /&gt;
* Magma, which normally has no pressure, will behave like pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* Pumps do not pump up 1/7 liquid.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (as with a cave-in or magma cooling into obsidian) the pump will still run but not pump any fluid.&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single Pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump Stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack'''.]]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer'''.]]&lt;br /&gt;
A Pump Stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative waterfall (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.&lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=120115</id>
		<title>v0.31 Talk:Obsidian</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Obsidian&amp;diff=120115"/>
		<updated>2010-07-03T12:47:16Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like obsidian will still be used for constructing items out of stone- I'm staring at some obsidian mechanisms right now. I haven't checked yet if it works for items made at a mason's workshop. --[[User:Vaniver|Vaniver]] 21:24, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually, what happens is that obsidian is just not being listed in the &amp;quot;economic stone&amp;quot; menu. If it is a layer in your starting location, it will be allowed for construction (green), if it is not a layer, it won't be allowed (red). Since it is not listed, you cannot switch between these two states. To allow obsidian to be listed, you have to remove its &amp;quot;max edge&amp;quot; tag from the raws. You can add it back after switching, and the game will remember its &amp;quot;cannot use&amp;quot; status. [[Special:Contributions/157.82.24.21|157.82.24.21]] 08:01, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
im confuzed. whn i make rock short swords they show up as cedar short sword ect not obsidian short sword. it this correct? --gareth 10:26 08 June 2010&lt;br /&gt;
&lt;br /&gt;
v0.31.06 - Also seeing obsidian swords being created as random-wood swords. --awilson&lt;br /&gt;
&lt;br /&gt;
I was not able to make obsidian by dumping a bucket full of water onto magma. Instead I ended up with a 1/7 water tile. Not even any steam.--[[User:Passive Fist|Passive Fist]] 12:47, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stone_crafter&amp;diff=120109</id>
		<title>v0.31:Stone crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stone_crafter&amp;diff=120109"/>
		<updated>2010-07-03T12:00:05Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:42, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Stone crafter&lt;br /&gt;
| specialty  = Stonecrafter&lt;br /&gt;
| profession = {{L|Craftsdwarf}}&lt;br /&gt;
| job name   = Stonecrafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* make rock {{L|short sword}}&lt;br /&gt;
* make rock {{L|craft}}s&lt;br /&gt;
* make rock {{L|toy}}&lt;br /&gt;
* make rock {{L|instrument}}&lt;br /&gt;
* make rock {{L|mug}}&lt;br /&gt;
| workshop   = &lt;br /&gt;
* {{L|Craftsdwarf's workshop}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stone crafter''' is the skill associated with the '''stonecrafting''' {{L|labor}}. Stonecrafters make {{L|stone}} {{L|craft}} {{L|finished goods|goods}}, such as mugs, crafts, {{L|instrument}}s, and {{L|toy}}s as well as {{L|short sword}}s at a {{L|craftsdwarf's workshop}}.  On maps with an {{L|obsidian}} layer, embarking with a Proficient stonecrafter can produce more valuable {{L|obsidian}} trade goods for your early exchanges with the {{L|caravan}}s and also provide short swords for your military and any weapon traps you choose to build.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Rock Short Swords in 2010 work differently from prior versions.  Many stones can be used to make 'Rock Short Swords', but the end result seems to only be a wooden short sword of higher quality than what would be expected for the craftsdwarf's skill.&lt;br /&gt;
&lt;br /&gt;
*Skilled stone crafters can produce up to 3 objects at a time from a single stone.&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=120105</id>
		<title>v0.31 Talk:Frames per second</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=120105"/>
		<updated>2010-07-03T10:36:28Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Dwarven Water Reactor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarven Water Reactor==&lt;br /&gt;
&lt;br /&gt;
My fort is only 7 years old, on a tropical 2x2. With temperature and weather off, and six water reactors running, I was getting ~35fps. Once I got the magma I wanted up to the surface I turned them off got back up to 60fps. After deconstructing them and letting the extra water evaporate I was back up to 90fps. Beware the DWR.--[[User:Passive Fist|Passive Fist]] 11:21, 2 July 2010 (UTC)&lt;br /&gt;
:Its not the reactors fault directly, its more of a fact that with any amount of water moving, you will get said effect. -[[User:Vrga|Vrga]] 21:59, 2 July 2010 (UTC)&lt;br /&gt;
::True, to some extent. The flowing brook on my map doesn't seem to affect performance, nor the little channels I made for waterwheels outside. I think it's the mist generation coupled with what has to be some crazy flow calculations that keep the DWR running that causes the performance hit.--[[User:Passive Fist|Passive Fist]] 10:36, 3 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=119989</id>
		<title>v0.31 Talk:Frames per second</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=119989"/>
		<updated>2010-07-02T11:22:12Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: /* Dwarven Water Reactor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarven Water Reactor==&lt;br /&gt;
&lt;br /&gt;
My fort is only 7 years old, on a tropical 2x2. With temperature and weather off, and six water reactors running, I was getting ~35fps. Once I got the magma I wanted up to the surface I turned them off got back up to 60fps. After deconstructing them and letting the extra water evaporate I was back up to 90fps. Beware the DWR.--[[User:Passive Fist|Passive Fist]] 11:21, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=119987</id>
		<title>v0.31 Talk:Frames per second</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Frames_per_second&amp;diff=119987"/>
		<updated>2010-07-02T11:21:08Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: Created page with '==Dwarven Water Reactor==  My fort is only 7 years old, on a tropical 2x2. With temperature and weather off, and six water reactors running, I was getting ~35fps. Once I got the …'&lt;/p&gt;
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&lt;div&gt;==Dwarven Water Reactor==&lt;br /&gt;
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My fort is only 7 years old, on a tropical 2x2. With temperature and weather off, and six water reactors running, I was getting ~35fps. Once I got the magma I wanted up to the surface I turned them off and I hit 90 fps. Beware the DWR.--[[User:Passive Fist|Passive Fist]] 11:21, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=119804</id>
		<title>v0.31 Talk:Diplomat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Diplomat&amp;diff=119804"/>
		<updated>2010-06-29T14:55:27Z</updated>

		<summary type="html">&lt;p&gt;Passive Fist: &lt;/p&gt;
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&lt;div&gt;[[File:Tortisediplomat.PNG|200px|thumb|left|Tortise Diplomat]]&lt;br /&gt;
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This just happened to me today, not sure what is going on. It arrived, chased some groundhogs, &amp;quot;left unhappy&amp;quot;, destroyed my trade depot, and just started sitting in a hallway. --[[User:Kuroneko|Kuroneko]]&lt;br /&gt;
:Your nearby Human civilization's Diplomat was a forgotten beast. They seem to be a bit buggy. --[[User:Quietust|Quietust]] 15:43, 14 April 2010 (UTC)&lt;br /&gt;
::That sentence is so going into my signature *laugh* --[[User:Birthright|Birthright]] 19:49, 14 April 2010 (UTC)&lt;br /&gt;
:I just got a &amp;quot;midnight blue fiend diplomat&amp;quot; from the Human civ.  We'll see if he's any more competent than Kuroneko's tortoise. --[[User:Krenn|Krenn]] 06:24, 24 April 2010 (UTC)&lt;br /&gt;
:Maybe the civ has been taken by a demon, and appointed henchmen to all the nobles positions. Would be a great feature. --Rikaishi&lt;br /&gt;
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==Incorrect==&lt;br /&gt;
My liaison got killed during his first visit and six years have passed with no replacement, drawing question to the validity of the information on the article. I've also heard from people who have not had replacements for their liaisons over four or more years. --[[User:Bronzebeard|Bronzebeard]] 09:49, 10 May 2010 (UTC)&lt;br /&gt;
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==Human Diplomat==&lt;br /&gt;
[[Diplomat]] redirects here. A human diplomat (law-giver) sent to meet with my baroness was waylaid by goblin ambushers and the next summer the human civ sent a small siege (one squad) against me.  It seems like the human diplomat exists solely to start a war by dying.  --[[User:Passive Fist|Passive Fist]] 14:55, 29 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Passive Fist</name></author>
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