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	<updated>2026-04-11T03:18:26Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Worldgen_examples&amp;diff=176472</id>
		<title>v0.34 Talk:Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Worldgen_examples&amp;diff=176472"/>
		<updated>2012-08-07T21:04:07Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Old worldgen examples? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Old worldgen examples? ==&lt;br /&gt;
&lt;br /&gt;
Not sure if it's worth including the other worldgen examples from the previous version. Maybe just mention they exist and include a link?[[User:Ptb ptb|Ptb ptb]] 21:04, 7 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Worldgen_examples&amp;diff=176471</id>
		<title>v0.34:Worldgen examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Worldgen_examples&amp;diff=176471"/>
		<updated>2012-08-07T21:01:58Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Created worldgen page for current DF version and checked first world included on old page still works. Some small updates to text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|21:31, 3 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
please use the following template to add new world examples&lt;br /&gt;
&lt;br /&gt;
== Title ==&lt;br /&gt;
[[File:desert-world-map.png|thumb|400px|right|Shagthoomon &amp;quot;The Everseeing Realms&amp;quot;]]&lt;br /&gt;
Description. Blablbalbalbal...&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[params]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This article contains, in no particular order, parameter sets for use with [[Advanced world generation]]. You may find one of them useful if you are trying to create worlds with specific types of features.&lt;br /&gt;
&lt;br /&gt;
=Using Examples=&lt;br /&gt;
&lt;br /&gt;
To use a worldgen example, open ''data/init/world_gen.txt'' with a text editor (notepad.exe is fine) and copy/paste the parameter set text into it, then start Dwarf Fortress and select &amp;quot;Design New World With Advanced Parameters&amp;quot;. The world parameters will appear in the list on the right of the screen. Select the name of the parameter set with the arrow keys and hit {{K|Enter}}.&lt;br /&gt;
&lt;br /&gt;
=Posting Examples=&lt;br /&gt;
&lt;br /&gt;
The following is the best way to post an example as it ensures the seed values used in your world are copied exactly as used in your world. This will make sure people can reproduce your exact results (or, if they want, they can delete the seed values to get their own variation).&lt;br /&gt;
&lt;br /&gt;
#Load the world up in Legends mode.&lt;br /&gt;
#Hit {{K|p}} to &amp;quot;export map/gen info.&amp;quot;&lt;br /&gt;
#Look for a file called ''regionX-world_gen_param.txt'' in your main dwarf fortress folder&lt;br /&gt;
##Open it in a text editor (notepad is good)&lt;br /&gt;
##Copy and paste the text into the wiki page using the template hidden at the top of the wiki editing text&lt;br /&gt;
#Optional: convert the ''world_map-regionX-XXX--XXXXX.bmp'' to a PNG file (very important) using your favourite graphic editor (GIMP, Paint.Net, MS Paint etc.) and upload that as well.&lt;br /&gt;
&lt;br /&gt;
=Worlds=&lt;br /&gt;
&lt;br /&gt;
== The Delightful Prairie ==&lt;br /&gt;
[[File:the-delightful-prairie.png|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
In the Dimension of Wonder lies a small valley between two mountain ranges. This valley is dominated by the Delightful Prairie. Savage beasts call it their home. &lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
*Pocket world&lt;br /&gt;
*No aquifiers&lt;br /&gt;
*Flat terrain&lt;br /&gt;
*Badgers everywhere&lt;br /&gt;
*Iron and coal everywhere&lt;br /&gt;
*Flux in many places&lt;br /&gt;
*A lot of Obsidian for some reason&lt;br /&gt;
*One cavern layer&lt;br /&gt;
*Contact with humans, elves, and goblins&lt;br /&gt;
*Two dwarven civs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Created in DF v0.31.25. Tested in DF v0.31.11&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:NO AQUIFER POCKET]&lt;br /&gt;
	[SEED:650296489]&lt;br /&gt;
	[HISTORY_SEED:1395011604]&lt;br /&gt;
	[NAME_SEED:2186692389]&lt;br /&gt;
	[CREATURE_SEED:1226153698]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[EMBARK_POINTS:1274]&lt;br /&gt;
	[END_YEAR:3]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:2:1:10:1:1:5]&lt;br /&gt;
	[RAIN_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:2:10:10:10:5:5]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[MINERAL_SCARCITY:500]&lt;br /&gt;
	[MEGABEAST_CAP:10]&lt;br /&gt;
	[SEMIMEGABEAST_CAP:20]&lt;br /&gt;
	[TITAN_NUMBER:10]&lt;br /&gt;
	[TITAN_ATTACK_TRIGGER:80:0:100000]&lt;br /&gt;
	[DEMON_NUMBER:20]&lt;br /&gt;
	[NIGHT_CREATURE_NUMBER:20]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[PARTIAL_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[COMPLETE_OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVERN_LAYER_COUNT:1]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MIN:100]&lt;br /&gt;
	[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_PASSAGE_DENSITY_MAX:75]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:50]&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
	[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_GROUND:15]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_1:5]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_2:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_3:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_4:1]&lt;br /&gt;
	[LEVELS_ABOVE_LAYER_5:2]&lt;br /&gt;
	[LEVELS_AT_BOTTOM:1]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:2]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:6]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:15000]&lt;br /&gt;
	[SITE_CAP:15]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:The-delightful-prairie.png&amp;diff=176470</id>
		<title>File:The-delightful-prairie.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:The-delightful-prairie.png&amp;diff=176470"/>
		<updated>2012-08-07T20:59:39Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: World map for worldgen examples page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;World map for worldgen examples page&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Barracks&amp;diff=176466</id>
		<title>v0.34 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Barracks&amp;diff=176466"/>
		<updated>2012-08-07T18:22:28Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Assigning a barracks to a single dwarf causes problems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Assigning a barracks to a single dwarf stops squads training there ==&lt;br /&gt;
You can assign a barracks to a single dwarf, just like bedrooms etc., but if you do then you won't get the list of squads showing up and you can't train squads there. This caused me some confusion when I was trying to set up my military. [[User:Ptb ptb|Ptb ptb]] 18:22, 7 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&amp;diff=176465</id>
		<title>v0.34:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&amp;diff=176465"/>
		<updated>2012-08-07T18:16:19Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Weapon skills */ bowman does not have separate page from crossbowman&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all &amp;quot;combat skills&amp;quot; will redirect here, at least until it becomes more clear if/how we should break them up.''&lt;br /&gt;
&lt;br /&gt;
== General combat skills ==&lt;br /&gt;
&lt;br /&gt;
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.&lt;br /&gt;
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown other than for being an indicator of how much ranged weapons are used.&lt;br /&gt;
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.&lt;br /&gt;
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.&lt;br /&gt;
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly.  Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.&lt;br /&gt;
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].&lt;br /&gt;
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.&lt;br /&gt;
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).&lt;br /&gt;
&lt;br /&gt;
== Equipment skills ==&lt;br /&gt;
&lt;br /&gt;
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.&lt;br /&gt;
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.&lt;br /&gt;
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].&lt;br /&gt;
&lt;br /&gt;
== Weapon skills ==&lt;br /&gt;
&lt;br /&gt;
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is &amp;quot;thrown [[vomit]]&amp;quot; in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. &lt;br /&gt;
* Axeman - allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
* Blowgunner - allows characters to use blowguns more effectively.&lt;br /&gt;
* Bowman - allows characters to use bows more effectively.&lt;br /&gt;
* [[Crossbowman]] - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.&lt;br /&gt;
* Knife User - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.&lt;br /&gt;
* Maceman - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).&lt;br /&gt;
* Pikeman - allows characters to use pikes more effectively.&lt;br /&gt;
* Spearman - allows characters to use spears more effectively.&lt;br /&gt;
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.&lt;br /&gt;
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Axedwarf&amp;diff=176455</id>
		<title>v0.31:Axedwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Axedwarf&amp;diff=176455"/>
		<updated>2012-08-07T12:42:06Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Eliminate redundant redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[v0.31:Combat skill]]&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Glazer&amp;diff=176430</id>
		<title>v0.34:Glazer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Glazer&amp;diff=176430"/>
		<updated>2012-08-06T16:21:42Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: removed circular link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Glazer&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = Glazing&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Glaze clay/stone jug&lt;br /&gt;
* Glaze clay/stone statue&lt;br /&gt;
* Glaze large clay/stone pot&lt;br /&gt;
* Glaze clay/stone craft&lt;br /&gt;
| workshop = * Kiln&lt;br /&gt;
* Magma kiln&lt;br /&gt;
| attributes =&lt;br /&gt;
* ?&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Glazer''' is the skill associated with the glazing [[labor]]. Glazers apply [[glaze]] to [[ceramic]] and [[stone]] [[container]]s, [[statue]]s and [[finished goods|craft items]] at the [[kiln]] or [[magma kiln]].&lt;br /&gt;
&lt;br /&gt;
Glazer [[skill|skill level]] is used to determine the speed at which the labor is completed. {{verify}} &lt;br /&gt;
&lt;br /&gt;
Glazers can make [[earthenware]] ceramics watertight to use in storing liquids for a fortress as part of the [[ceramic industry]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Since reactions grant experience for [PRODUCT]s and do not grant experience for [IMPROVEMENT]s, glazing does not grant experience. {{bug|4577}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=176365</id>
		<title>v0.34:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=176365"/>
		<updated>2012-08-04T20:05:44Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Ivory''' is a resource used to decorate crafts at the [[craftsdwarf's workshop]]. Teeth are treated as ivory for the purpose of this task.&lt;br /&gt;
&lt;br /&gt;
Ivory and teeth are obtained from [[butchering]] certain animals at the [[butcher's shop]], and may also be produced by vicious bouts of teeth-tearing [[combat]] by animals and invaders that don't normally drop ivory when butchered.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a single tooth left from a stack of teeth you may find it cannot be used for decorating.{{Bug|5816}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=176364</id>
		<title>v0.34:Ivory</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ivory&amp;diff=176364"/>
		<updated>2012-08-04T20:05:24Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: bug note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|08:16, 10 August 2010 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Ivory''' is a resource used to decorate crafts at the [[craftsdwarf's workshop]]. Teeth are treated as ivory for the purpose of this task.&lt;br /&gt;
&lt;br /&gt;
Ivory and teeth are obtained from [[butchering]] certain animals at the [[butcher's shop]], and may also be produced by vicious bouts of teeth-tearing [[combat]] by animals and invaders that don't normally drop ivory when butchered.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a single tooth left from a stack of teeth you may find it cannot be used for crafting, etc.{{Bug|5816}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bone_carver&amp;diff=176360</id>
		<title>v0.34:Bone carver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bone_carver&amp;diff=176360"/>
		<updated>2012-08-04T19:58:22Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: added bug note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|00:35, 12 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 1:1&lt;br /&gt;
| skill      = Bone Carver&lt;br /&gt;
| profession = [[Craftsdwarf]]&lt;br /&gt;
| job name   = [[Bone carving]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Decorate with [[Bone]]&lt;br /&gt;
* Decorate with [[Shell]]&lt;br /&gt;
* Make [[Bone]] [[Craft]]s&lt;br /&gt;
* Make [[Shell]] [[Craft]]s&lt;br /&gt;
* Make [[Bone]] [[Bolt]]s&lt;br /&gt;
* Make [[Bone]] [[Armor]]&lt;br /&gt;
* Make [[Totem]]&lt;br /&gt;
| workshop   =&lt;br /&gt;
* [[Craftsdwarf's workshop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Creativity&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Bone carver''' is the skill related to the '''bone carving''' [[labor]]. Bone carvers make [[bone]], [[shell]], [[ivory]], [[horn]] and [[pearl]] [[finished goods|goods]] at a [[craftsdwarf's workshop]]. Bone carvers also [[decorate]] objects with these materials.  This includes making bone [[bolt]]s for [[crossbow]]s and [[totem]]s from [[skull]]s.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Hooves are considered by the craftsdwarf's workshop to be horn.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If you have a single bone left from a stack of bones you may find it cannot be used for crafting, etc.{{Bug|5816}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mud&amp;diff=176329</id>
		<title>v0.34:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mud&amp;diff=176329"/>
		<updated>2012-08-02T14:11:24Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Surface stone tiles still need mud to become part of a farm plot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Mud''' is a [[contaminant]] produced when you flood an area with [[water]]. It is needed for [[farming]] on stone (i.e. underground). Mud piles up against items, coloring the tile brown. Naturally occurring above ground plants won't appear on stone or constructed floors even if those tiles are covered in mud.&lt;br /&gt;
&lt;br /&gt;
Mud also occurs naturally in deep [[cavern|caverns]].&lt;br /&gt;
&lt;br /&gt;
''Note: Upon [[reclaim fortress mode|reclaiming a fortress]], '''every single bit of mud will disappear.'''''&lt;br /&gt;
&lt;br /&gt;
Mud can be removed by constructing something over the mud, then deconstructing it, or by smoothing/engraving stone. Mud on soil is removed easily by constructing a dirt road.&lt;br /&gt;
&lt;br /&gt;
One common way of creating mud is to [[irrigation|flood]] a good sized area from a lake, thus making mud.  Another way is to use a pit/pond from the [[Activity zone|activity zone menu]] and have a dwarf throw water over a channeled area into a dug-out area below.&lt;br /&gt;
&lt;br /&gt;
While water leaves &amp;quot;a dusting of mud&amp;quot;, the floors of underground pools in [[caverns]] are covered in &amp;quot;a pile of mud&amp;quot; which causes water drawn from them to be &amp;quot;laced with mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of mud. Due to a bug, killing them results in a glitchy liquid &amp;quot;pool of&amp;quot; instead of a solid &amp;quot;pile of mud&amp;quot;.{{bug|2548}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|MUD}}}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Utilities&amp;diff=176326</id>
		<title>v0.34 Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Utilities&amp;diff=176326"/>
		<updated>2012-08-02T12:19:36Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Autodump====&lt;br /&gt;
&lt;br /&gt;
Be careful using the autodump utility with items selected using 'd-b-d' (Designations - Set Building/Item Properties - Dump). This marks the contents of containers to 'dump' as well as the containers themselves. They are then dumped as '''separate''' items.&lt;br /&gt;
&lt;br /&gt;
This is how it works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1. Select area including &lt;br /&gt;
* Dwarf Ale (Cedar)&lt;br /&gt;
&lt;br /&gt;
2. Mark to 'dump'.&lt;br /&gt;
* Dwarf Ale (Cedar) D&lt;br /&gt;
-    Dwarf Ale[10] D&lt;br /&gt;
&lt;br /&gt;
3. Use Autodump to relocate all items selected.&lt;br /&gt;
* {Cedar Barrel}&lt;br /&gt;
* {Dwarf Ale[10]} &amp;lt;- At the next tick this will disappear as it is no longer contained inside the barrel!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use autodump to safely relocate barrels and other containers without losing the contents as long as ONLY the container is marked to dump. [[User:Ptb ptb|Ptb ptb]] 12:19, 2 August 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Utilities&amp;diff=176325</id>
		<title>v0.34 Talk:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Utilities&amp;diff=176325"/>
		<updated>2012-08-02T12:19:12Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Autodump caution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Autodump====&lt;br /&gt;
&lt;br /&gt;
Be careful using the autodump utility with items selected using 'd-b-d' (Designations - Set Building/Item Properties - Dump). This marks the contents of containers to 'dump' as well as the containers themselves. They are then dumped as '''separate''' items.&lt;br /&gt;
&lt;br /&gt;
This is how it works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;1. Select area including &lt;br /&gt;
* Dwarf Ale (Cedar)&lt;br /&gt;
&lt;br /&gt;
2. Mark to 'dump'.&lt;br /&gt;
* Dwarf Ale (Cedar) D&lt;br /&gt;
-    Dwarf Ale[10] D&lt;br /&gt;
&lt;br /&gt;
3. Use Autodump to relocate all items selected.&lt;br /&gt;
* {Cedar Barrel}&lt;br /&gt;
* {Dwarf Ale[10]} &amp;lt;- At the next tick this will disappear as it is no longer contained inside the barrel!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can use autodump to safely relocate barrels and other containers without losing the contents as long as ONLY the container is marked to dump.&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176324</id>
		<title>User:Ptb ptb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176324"/>
		<updated>2012-08-02T12:19:01Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing 4&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176323</id>
		<title>User:Ptb ptb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176323"/>
		<updated>2012-08-02T12:18:50Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing 3&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176322</id>
		<title>User:Ptb ptb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176322"/>
		<updated>2012-08-02T12:18:39Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing 2&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176321</id>
		<title>User:Ptb ptb</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Ptb_ptb&amp;diff=176321"/>
		<updated>2012-08-02T12:18:28Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: testing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Testing 1&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=176288</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=176288"/>
		<updated>2012-07-31T21:06:51Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Accessible? = */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ==&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=176287</id>
		<title>v0.34 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Trading&amp;diff=176287"/>
		<updated>2012-07-31T21:06:25Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Caravan accessibility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Accessible? ===&lt;br /&gt;
&lt;br /&gt;
* Caravans only spawn on ground edge tiles that could be walked on when the embark zone was first generated{{verify}}. &lt;br /&gt;
&lt;br /&gt;
I can confirm that if you create an above-ground route to the edge of the embark zone wagons will '''not''' spawn on it - instead you get the 'bypassed your inaccessible ...' message. Presumably flooring over the top of a river / sea / lake that adjoins the embark zone edge would also not work{{verify}}.[[User:Ptb ptb|Ptb ptb]] 21:06, 31 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176139</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176139"/>
		<updated>2012-07-31T16:59:27Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Sourced water */ Murky pool water generation seemed more appropriate here than under Evaporation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:1:1}} through {{Tile|7|1:1:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater{{verify}} are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
Normally evaporation occurs when water or [[magma]] is at a depth of 1/7. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
At high temperatures (usually found in Scorching climates) water can evaporate at greater depths, even 7/7.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Cannot path through at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Swimming trains at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes. Murky pools, although not 'sourced water' as described here, also slowly generate water to simulate seasonal accumulation from rainfall. This can make it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176138</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176138"/>
		<updated>2012-07-31T16:57:22Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Evaporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:1:1}} through {{Tile|7|1:1:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater{{verify}} are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
Normally evaporation occurs when water or [[magma]] is at a depth of 1/7. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below. &lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
At high temperatures (usually found in Scorching climates) water can evaporate at greater depths, even 7/7.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Cannot path through at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Swimming trains at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176135</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176135"/>
		<updated>2012-07-31T10:59:58Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Evaporation and boiling */ Second try. Confirmations etc. welcomed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:1:1}} through {{Tile|7|1:1:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater{{verify}} are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation and Boiling===&lt;br /&gt;
Evaporation occurs when water or [[magma]] is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
[[Murky pool|Murky pools]] are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
In scorching climates temperatures may reach the '''boiling point of water'''. Surprisingly this doesn't kill your hardy dwarves, but it does mean that water will rapidly disappear from pools (murky or otherwise) ''even if'' they were filled to 7/7{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Cannot path through at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Swimming trains at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176134</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176134"/>
		<updated>2012-07-31T10:56:38Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Undo revision 176133 by Ptb ptb (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:1:1}} through {{Tile|7|1:1:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater{{verify}} are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
Evaporation occurs when water or [[magma]] is at a depth of 1/7. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
[[Murky pool|Murky pools]] are an exception. In '''hot''' or '''scorching''' environments a murky pool can evaporate even when it is completely full. Murky pools also generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Cannot path through at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Swimming trains at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176133</id>
		<title>v0.34:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Water&amp;diff=176133"/>
		<updated>2012-07-31T10:54:36Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Evaporation */ Tentative update in line with recent findings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|19:08, 6 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It [[flow|flows]] from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to a variety of [[creature|aquatic creatures]]. Many creatures can [[Swimmer|swim]] in deep water. Air-breathing creatures that are submerged in water can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
Mud is a [[contaminant]] which is created any time water covers an area. Any tiles that contain mud may be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water can be displayed in two ways, depending on the [[Technical tricks#The look of the game|settings]] in d_init.txt. By default it is displayed with the symbols {{Tile|≈|1:7:1}} and {{Tile|~|1:7:1}}, sometimes colored different blues, and white, showing ripples, and flow. Setting &amp;lt;nowiki&amp;gt;[SHOW_FLOW_AMOUNTS:YES]&amp;lt;/nowiki&amp;gt; in d_init.txt will cause water to display using a depth indicator of {{Tile|1|1:1:1}} through {{Tile|7|1:1:1}} instead. Water can also take on other colors indicating [[contaminant|contaminants]] such as '''blood''', '''ichor''', or '''goo'''.&lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. [[Dwarf|Dwarves]] can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater{{verify}} are at risk of drowning unless they are skilled at [[swimming]].&lt;br /&gt;
&lt;br /&gt;
Interestingly, water can slow falls with deep enough water and short enough falls. If the water is deep enough relative to the height of the fall, dwarves can be less injured or even completely uninjured (from a 4 level drop to a 3 level deep pool, for example)&lt;br /&gt;
&lt;br /&gt;
== Processes ==&lt;br /&gt;
===Evaporation===&lt;br /&gt;
In temperate or colder climates evaporation only occurs when water or [[magma]] is at a depth of 1/7{{verify}}. Simply having 2/7 standing water is enough to prevent evaporation. Water or magma at 1/7 depth will even evaporate if it is on top of 7/7 depth water as shown in the example below.&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{RT0|1|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{RT0|7|#00F}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;s&amp;gt;[[Murky pool|Murky pools]] are an exception.&amp;lt;/s&amp;gt; In '''hot''' or '''scorching''' environments a &amp;lt;s&amp;gt;murky&amp;lt;/s&amp;gt; pool can evaporate even when it is completely full. Murky pools &amp;lt;s&amp;gt;also&amp;lt;/s&amp;gt; generate water to simulate seasonal accumulation from rainfall. This sometimes makes it possible for a murky pool to replenish itself even when it has been completely drained.&lt;br /&gt;
&lt;br /&gt;
=== Freezing and thawing ===&lt;br /&gt;
Many environments get cold enough for water to freeze in winter. When this happens, any water that is exposed above ground will [[ice|freeze into ice]]. However, water a single tile away that is in an underground tunnel will not freeze. When ice walls thaw, they always leave a 7/7 water tile regardless of how much water may have been present when the ice formed.&lt;br /&gt;
&lt;br /&gt;
When outdoor water freezes or thaws it does so instantly.  Any dwarf [[swimming]] in water when it freezes will die, and any dwarf standing on a frozen pond will fall into it when it thaws, most probably leading to [[swimmer|drowning]].&lt;br /&gt;
&lt;br /&gt;
Mining ice can produce chunks of ice.  Taking these chunks into a stone layer will cause it eventually melt, turning it into a &amp;quot;water&amp;quot; item (much like those hauled in [[bucket]]s) which can't be used for anything. {{Bug|360}}&lt;br /&gt;
&lt;br /&gt;
[[Glacier#Cave-in_some ice_|Caving in an ice wall]] into a stone layer will cause it to instantly melt into water (provided it does not become exposed to the outdoors), which can be used to get water near the surface in a [[glacier]] biome without having to use a [[pump]] stack to pump water up from a [[cavern]] pool.&lt;br /&gt;
&lt;br /&gt;
If you constructed a [[well]] or a [[Grate|floor grate]] right over top of water and it freezes, the item will be deconstructed to its original parts, but some may fall into the water.&lt;br /&gt;
&lt;br /&gt;
==== Freezing point ====&lt;br /&gt;
The freezing point of water, {{ct|10000}}, is an important, if not the most important, [[temperature]] in Dwarf Fortress. Below this point, water freezes into ice, and above this point ice will melt into water. A [[biome]] that never dips below this temperature will make obtaining ice next to impossible, and a biome that never rises above this temperature will require underground storage, [[magma]], or an alternative heating method to obtain liquid water.&lt;br /&gt;
&lt;br /&gt;
Although it is most commonly known as the freezing point of water, {{ct|10000}} is also the freezing points of standard [[blood]], ichor, goo, slime, pus, [[milk]], egg white, and egg yolk. [[Nether-cap]]s are naturally constantly at this temperature, but will cause neither water to freeze or ice to melt. The temperature also acts as the condensation point of [[cave floater]] gas, at which it becomes cave floater juice. As a result of these dependencies, many [[creature]]s will die if they cannot keep their internal body temperature above the freezing point of water.&lt;br /&gt;
&lt;br /&gt;
Below this point, many machine components will not work, instead displaying &amp;quot;Frozen here&amp;quot;. This includes [[screw pump]]s, [[windmill]]s, and [[minecart]] rollers. In colder environments, these machines must either be kept indoors or heated with nearby [[fire]] or [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
===Depth===&lt;br /&gt;
Water can have a depth between 0 and 7.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Depth&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| No water present.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Water may evaporate.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Cannot path through at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Swimming trains at this level and higher.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Risk of drowning. Can have water on floorless tile above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Sourced water===&lt;br /&gt;
Water that comes from [[river]]s, [[brook]]s, [[ocean]]s, [[aquifer]]s or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry, although it can freeze for part or all of the year in colder biomes.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing [[floodgate]]s and be aware of how [[pressure]] works or you could easily end up [[flood]]ing your fortress and having a lot more [[fun]] than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and [[magma]] are both [[flow|fluids]] which are constantly trying to '''[[flow]]''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids technically move in 9 directions: down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under [[pressure]] can appear to travel upward until the pressure equalizes, though in reality they are moving downward and/or sideways relative to their source.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarves, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress act like a fairly thick, viscous material. This makes it possible to do highly implausible things like [[pump]] out a dry hole in the middle of a [[river]] or [[ocean]].&lt;br /&gt;
&lt;br /&gt;
== Contamination ==&lt;br /&gt;
Water can be contaminated in different methods, both natural and artificial. This contamination can have a negative effect on the water's quality, and can even harm dwarves that ingest it.&lt;br /&gt;
&lt;br /&gt;
===Salt water===&lt;br /&gt;
Dwarves can not use salt water directly; while healthy dwarves will usually prefer to drink [[booze]], wounded dwarves can only be given water to drink.&lt;br /&gt;
&lt;br /&gt;
To check to see if water is salty, use the {{k|i}} menu to see if the game shows the pond/pool as a water source. If the &amp;quot;water source (x)&amp;quot; is (0), then the source is salty. If not, then your dwarves will drink it.&lt;br /&gt;
&lt;br /&gt;
A [[screw pump]] can be used to desalinate water.&lt;br /&gt;
&lt;br /&gt;
Dwarves will drink water from a well over salt water, give it to sick dwarves and use it to clean wounds. You cannot designate the well as a water source, but the dwarves will still use it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Stagnant water ===&lt;br /&gt;
&lt;br /&gt;
Water taken from a murky pool or wetlands biome will be stagnant, just as water taken from near the ocean will be salty.  Dwarves get an unhappy [[thought]] if they have to drink stagnant water, and a [[doctor]] cleaning a [[wound]] with stagnant water will have an increased risk of [[Health care#Infection|infection]].&lt;br /&gt;
&lt;br /&gt;
Similar to salt water, [[pump]]ing stagnant water will make it clean. Also, if clean water touches stagnant water, it will kill it.&lt;br /&gt;
&lt;br /&gt;
The game will describe stagnant water as stagnant if it was in a [[bucket]] or [[flask]]/[[waterskin]], and looking at standing or flowing water with {{K|k}} will indicate whether or not it is stagnant.&lt;br /&gt;
&lt;br /&gt;
=== Water laced with mud ===&lt;br /&gt;
If a water source is only one z-level deep and its floor is covered by &amp;quot;a pile of mud&amp;quot; (like most [[cavern|underground pools]]), then any water taken from it will be &amp;quot;water laced with mud&amp;quot;.  Drinking water laced with mud will give your dwarves an unhappy thought.  It might also cause [[Health care#Infection|infection]] if used to clean a [[wound]].&lt;br /&gt;
&lt;br /&gt;
Unlike stagnant water, merely moving the water with flow or gravity will take care of the problem, since it only occurs if the water source tile contains &amp;quot;a pile of mud&amp;quot;, and water coming into contact with a clean floor only creates &amp;quot;a dusting of mud&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Contaminants===&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.&lt;br /&gt;
&lt;br /&gt;
==Getting rid of unwanted water==&lt;br /&gt;
Water will flow off the edge of the map, endlessly, which is one way to get rid of large amounts of water (evaporation works better with small amounts). Underground, there are at least two ways to accomplish this. One is to channel your excess water into a cavern that is open to the map edge, as the water will flow out (depending on slopes, original water level and such). The other, probably easier method, is to mine to the map edge (since you cannot mine the map edge itself, just up to it), then smooth the edge and then carve [[fortification]]s into it. Water will flow through the fortifications and off the edge of the map. Make sure your exit flow is equal to or, for safety, greater than your input. One approach that may not work well is to dump your excess water into an underground lake that is open to the map edge, as such lakes have some sort of equilibrium built into them, and your excess water can cause the lake to flood.&lt;br /&gt;
&lt;br /&gt;
Draining lakes and oceans from underneath can be a finicky task, but there's a bit of dwarven magic for it:  build a retractable bridge on the level beneath the sea bottom, with ramps directly underneath it.  Link this to a lever to control the flow as you desire.  Now evacuate the dwarves and wall off the area above the bridge.  Then, with the bridge in place, designate ramps around the bridge leading up - breaking through to the sea bottom.  Now how can the dwarves dig these squares out?  Yep, from beneath the bridge.  In this way they get the water flow started without ever getting their little feet wet.  This is a great way to set up channels one square in from the map edge near a water source, so that you can properly wall off the baddies from getting into the fort.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2012:hardcoded_materials.txt|MATERIAL|WATER}}}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water&amp;diff=176132</id>
		<title>v0.34 Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Water&amp;diff=176132"/>
		<updated>2012-07-31T10:48:30Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Evaporation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Evaporation ==&lt;br /&gt;
&lt;br /&gt;
Is the information given in this section accurate? It seems that 2/7 water will evaporate even if not in a murky pool in scorching temperatures. Tested with dug (not constructed) pool filled using dfhack liquids utility. It started off all 2s and 3s but quickly dropped to 1s and 2s. Repeating with initial 3s and 4s, 4s and 5s, 5s and 6s and then 6s and 7s produced similar results. Even a full set of 7s evaporates pretty quickly. [[User:Ptb ptb|Ptb ptb]] 10:48, 31 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drinking salty water ==&lt;br /&gt;
&lt;br /&gt;
Water laced with salt can be drank by very thirsty dwarfs, and will result in a &amp;quot;was forced to drink slime lately&amp;quot; message.--[[User:Auric|Auric]] 01:09, 26 March 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pumping not cleaning stagnant water==&lt;br /&gt;
&lt;br /&gt;
I seem to be having an issue that pumping stagnant water (from my stagnant brook) does not remove the stagnation. -- [[User:Zim|Zim]] 19:04, 7 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:this happened to me only when pumped water touched stagnant water&lt;br /&gt;
&lt;br /&gt;
:anyway flowing water should clear stagnation now as of 0.34.09 http://www.bay12games.com/dwarves/mantisbt/view.php?id=5232&lt;br /&gt;
&lt;br /&gt;
:[[User:Kartofius al andalus|Kartofius al andalus]] 12:10, 10 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== screw pump don't desalinate water ==&lt;br /&gt;
&lt;br /&gt;
I tried to desalinate water from ocean with screw pumps. But wheb I tried to make water source for my dwarves it was stil salt water. -- [[Special:Contributions/95.160.206.75|95.160.206.75]] 10:02, 27 May 2012 (UTC)&lt;br /&gt;
: (not sure if this is still true, my knowledge is a bit old) If desalinated water touches the ground in an area that naturally has salt water, it becomes salt water again. Try surrounding the water with constructed floors and walls. [[User:Calite|Calite]] 18:19, 27 May 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=176109</id>
		<title>v0.34:Minecart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Minecart&amp;diff=176109"/>
		<updated>2012-07-30T16:27:11Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:04, 14 May 2012 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
A '''minecart''' is a [[tool]] used mostly for [[hauling]]. It is made of [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]. Minecarts store up to five times as many items as [[wheelbarrow]]s and are quite a bit faster than hauling dwarves, but have the disadvantage of requiring a dedicated track network and a complex route setup. Minecart tracks also take up a lot of space, may be complicated to construct, and can be resource-intensive.&lt;br /&gt;
&lt;br /&gt;
Just like wheelbarrows, minecarts are considered [[item]]s and are stored in a [[furniture]] [[stockpile]]. Despite their five times greater capacity, they are only one third larger than wheelbarrows and are identical in base [[item value|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). As items, [[thief|thieves]] or even mischievous animals can steal minecarts, even when moving on a track. If a minecart is moving fast enough, or if it has a rider, thieves will be unable to steal the minecarts.&lt;br /&gt;
&lt;br /&gt;
Although most of the utility of minecarts is in [[fortress mode]], an [[adventure mode|adventurer]] can also ride in a minecart. Adventurers can also pick up and relocate minecarts.&lt;br /&gt;
&lt;br /&gt;
Since their introduction in version 0.34.08, a new [[hauling]] [[labor]] preference was added to all dwarves, called &amp;quot;Push/Haul Vehicles&amp;quot;, turned on by default.&lt;br /&gt;
&lt;br /&gt;
The invention of minecarts revolutionized the [[Computing|Science of Dwarfputing]]. &amp;lt;!-- How, exactly? The linked page makes no mention of minecarts or tracks at all. Please add relevant examples, preferably in its own separate section, or remove this. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Track ==&lt;br /&gt;
Tracks can be built in two ways:&lt;br /&gt;
*A single-tile wide strip of natural stone can be designated to be [[Engraver|carved]] (with {{K|d}} {{k|T}}), which will create a straight two-way track. The creation of corners, crossings and T-junctions is as simple as designating another strip of track that overlaps an existant or newly-designated track. Engraved tracks are removed by [[smoothing]] the rock they're on, which results in a smooth floor which can be re-engraved if necessary, or by building a [[floor]] on top and subsequently removing it.&lt;br /&gt;
**The carving of natural ramps is a little more confusing: to carve a two-way track on a ramp (natural only, does not work on constructed ramps), you must designate the ramp '''and one square beyond''' in the direction you want the track to go. For the side of the ramp square you want to head upward, there '''must''' be either a natural or constructed wall in the square next to it, otherwise the game assumes you are trying to carve it on the same level -- this can result in the track being carved underneath a door or other object. If you have accidentally done this, you can correct it by smoothing the ramp and constructing a single square of wall next to it, then re-carving the ramp correctly. (However, the wall must stay there permanently, removing it will disconnect the track.)&lt;br /&gt;
&lt;br /&gt;
*Tracks can also be built as regular [[construction]]s (through {{K|b}} {{K|C}} {{K|T}}). This method is resource-expensive, since each track tile requires one stone, [[bar]] or [[block]] for construction, and time-consuming, since you can't designate strips larger than 10 tiles at a time, and corners, crossings, T-junctions and ramps have to be designated individually. However, it is usually the only way to build tracks above ground (barring the [[Obsidian farming|creation of obsidian]]), and the only way to create one-way tracks. Constructed tracks are designated for removal like any regular construction; be aware that removing track ramps built on top of natural ones will also remove the original ramp, leaving a flat floor.&lt;br /&gt;
&lt;br /&gt;
Every track, when complete, will designate the tile with a low-priority [[traffic|traffic order]]. This reduces the odds of dwarves walking into a high-speed minecart; however, it should be noted that pets and livestock ignore traffic orders. Note that removing the track doesn't reset that tile back to normal traffic priority, so you may wish to manually clean up traffic designation afterward. Also note that bridges that are used as tracks don't have their traffic priority changed automatically (since they're just normal bridges), which could cause dwarves to pathfind normally through dangerous minecart entrances in your fort's walls if you're not careful.&lt;br /&gt;
&lt;br /&gt;
As constructions or tile features, [[door]]s and other furniture can be built on tracks. A [[door]] or [[floodgate]] can be turned on or off by a [[lever]], effectively controlling the flow of automated minecarts. This may be dangerous, however. &amp;lt;!-- How, exactly? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bridge]]s can also act as tracks, but only if they're lowered or not retracted. This property can enable levers to turn tracks on and off. However, care should be taken to ensure that such bridges are never operated while a cart is on top of them, as the cart will be flung off the track. It's worth noting that it's often faster, and cheaper, to construct large bridges than long striates of constructed track. It's also worth noting that bridges do not automatically have a low pathfinding traffic priority assigned to them, however.&lt;br /&gt;
&lt;br /&gt;
== Hauling route ==&lt;br /&gt;
The proper setting up of routes is essential for a working rail system. Routes, stops, departure conditions and stockpile links are managed from the {{k|h}}auling menu.&lt;br /&gt;
&lt;br /&gt;
=== Route ===&lt;br /&gt;
New routes are created with the {{k|r}}oute key. Existing ones can be removed (without confirmation) with the {{k|x}} key, and also {{k|n}}icknamed. Before operating, the route must have at least one {{k|v}}ehicle assigned to it (this can be done with either the route or a stop selected). Assigning a full minecart to a route may result in a slow hauling job if the contents are heavy.&lt;br /&gt;
&lt;br /&gt;
=== Stop ===&lt;br /&gt;
Stops are designated by moving the cursor on top of the desired tile and pressing the {{k|s}} key afterwards. They can be removed with and nicknamed with the same hotkeys as routes. Stops can also be reordered with the {{k|p}}romote key. Without a definition, however, a stop is fairly useless: pressing the {{k|Enter}} key with a stop selected in the route menu opens its stop definition screen, from which departure conditions and stockpile links can be set up.&lt;br /&gt;
&lt;br /&gt;
==== Stockpile links ====&lt;br /&gt;
By placing the cursor on top of a stockpile and using {{k|s}}, you can create stockpile links for a track stop. Links can also be redefined by selecting them, placing the cursor over a different stockpile, and pressing {{k|p}}.&lt;br /&gt;
&lt;br /&gt;
==== Departure condition ====&lt;br /&gt;
Departure conditions involve setting conditions in which the minecart will leave on the route. Each condition includes:&lt;br /&gt;
# A departure mode (Guide, Ride or Push).&lt;br /&gt;
# A departure direction (NSEW).&lt;br /&gt;
# A timer, before which the departure condition cannot be met.&lt;br /&gt;
# Conditions on the amount of items in the cart.&lt;br /&gt;
Departure conditions are created with the {{k|n}} key. A new departure condition will read: &amp;quot;guide north immediately when empty of desired items&amp;quot;. This condition can be changed between basic presets with {{k|c}}. &amp;quot;Advanced&amp;quot; mode ({{k|C}}) allows for more precise control over departure conditions: fine tuning the percentage from 0 to 100 in 25% steps ({{k|f}} and {{k|F}}), switching it being either the maximum or the minimum amount of items for the condition to be met ({{k|m}}), and whether the cart accepts all or only a specific set of items ({{k|l}}). Common to both screens are the departure mode ({{k|p}}, Push, Ride or Guide), {{k|d}}irection, and timer ({{k|t}} and {{k|T}}) options.&lt;br /&gt;
&lt;br /&gt;
To have a cart only carry a specific set of items, the stop can be set to only carry &amp;quot;desired&amp;quot; items, opening the selection screen with the {{k|Enter}} key while having said stop condition selected, and toggling as desired, or it can simply be linked to a restricted stockpile and set to depart with any items.&lt;br /&gt;
&lt;br /&gt;
== Physics ==&lt;br /&gt;
&amp;lt;!-- copying template ║ ═ ╔ ╗ ╚ ╝ ╠ ╣ ╦ ╩ ╬ ╞ ╡ ╥ ╨ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Minecart physics depend greatly on the departure mode set in the route stop conditions.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Push&amp;quot; or &amp;quot;Ride&amp;quot;, minecarts will move according to the regular laws of momentum, gaining speed when going downhill, losing it slowly due to friction when on a flat plane, and more quickly when going uphill. In these modes, minecarts will move along the track in a straight line until they either run off the tracks or encounter a turn. A minecart will continue straight at a T junction if possible but if it is not possible the track is treated as a dead end and may jump track. The cart's behavior also depends on the weight of its contents (including fluids and dwarves): heavily loaded carts are harder to accelerate and to stop, and gain more momentum when going downhill. In either case, dwarves can not push nor ride an unpowered cart up a ramp, bouncing back the direction it came. At best, this is a waste of time; at worst, it will give your cart-pushing dwarf a [[fun|fun surprise]]. To solve this, the player can either use Rollers (see below) or set the cart to be Guided.&lt;br /&gt;
&lt;br /&gt;
When set to &amp;quot;Guide&amp;quot;, minecarts seem to ignore all laws of physics. They:&lt;br /&gt;
*Ignore the weight of any and all items inside. Therefore:&lt;br /&gt;
**Move at the speed of the dwarf that is guiding them. It is thus recommended to pick the most [[attribute#Agility|agile]] of your dwarves for cart-guiding tasks.&lt;br /&gt;
*Ignore working rollers.&lt;br /&gt;
*Will ''not'' collide with other guided carts even when a full frontal collision would be expected.&lt;br /&gt;
*Will go up ramps like nobody's business.&lt;br /&gt;
This is therefore the recommended method of transport for simple non-powered rail systems, despite it diverting a dwarf from other, potentially more important tasks.&lt;br /&gt;
&lt;br /&gt;
Some samples with behavior:&lt;br /&gt;
&lt;br /&gt;
  A &amp;lt;-&amp;gt; B     A &amp;lt;-&amp;gt; C               A &amp;lt;-&amp;gt; B&lt;br /&gt;
    B╥          B╥                     B╥ &lt;br /&gt;
     ║           ║                      ║ &lt;br /&gt;
 A╞══╝       A╞══╩══╡C              A╞══╬╗&lt;br /&gt;
             You can only go A-&amp;gt;B       ╚╝&lt;br /&gt;
   Works      when the cart           Works     &lt;br /&gt;
              is in Guide mode.       &lt;br /&gt;
&lt;br /&gt;
In the second example above, if you attempt to &amp;quot;Push&amp;quot; from B to A or C, [[Fun|''the cart will go careening off of the tracks'']].&lt;br /&gt;
&lt;br /&gt;
=== Skipping ===&lt;br /&gt;
If a minecart is moving fast enough, it can skip over [[water]] or [[magma]], making splashes of [[mist]] (or [[magma mist]]) as it attempts to move on them horizontally. This horizontal movement is independent of the minecart and its content's [[weight]].&lt;br /&gt;
&lt;br /&gt;
=== Track Jumping ===&lt;br /&gt;
If a minecart encounters the end of the track or a T junction where it can not continue straight it may jump off of the track if  it is going fast enough. The minecart will now continue in a straight line until in encounters an obstacle, slows to a stop, or encounters another (properly aligned) Track. An escaped minecart will follow another track even if it is a corner.&lt;br /&gt;
&lt;br /&gt;
=== Falling ===&lt;br /&gt;
When falling, a minecart appears to cause no damage upon collision with a creature, possibly to allow cart &amp;quot;stacking&amp;quot; across Z-levels. {{verify}} A dwarf riding in a minecart that is dropped multiple z-levels suffers normal fall damage.&lt;br /&gt;
&lt;br /&gt;
=== Stacking ===&lt;br /&gt;
If a minecart lands on another minecart in exactly the perfect orientation and time, they may form a stack (effectively a pillar) of minecarts. This pillar, aside from the [[megaprojects]] uses possible, is also useful for [[trap design]] with minecarts as the weaponry.&lt;br /&gt;
&lt;br /&gt;
The location of the upper minecarts, above what seems to be thin air, can be confusing. These minecarts generally need to be struck with another minecart to move out, or have their support removed. The latter option can be somewhat dangerous, however.&lt;br /&gt;
&lt;br /&gt;
=== Danger ===&lt;br /&gt;
Minecarts are not without [[Fun|danger]]. Although designating a track automatically sets the [[traffic]] designation to low, dwarves ''may'' still walk on them, and [[creature]]s ignore traffic designations altogether. If an unlucky dwarf or creature fails to [[dodger|dodge]] a minecart, they can be injured. Most of this danger can be avoided by setting the minecart {{k|h}}auling commands to guide instead of push or ride, as dwarves guiding minecarts will ignore traffic restrictions, by [[pasture|pasturing]] domestic animals, and preventing the access of other creatures to the tracks.&lt;br /&gt;
&lt;br /&gt;
Danger does not always involve living victims: careless route designation can also result in minecarts careening off tracks or colliding with each other. If this occurs, the [[item]]s may be scattered; this can cause even more hauling jobs than the minecart aimed to eliminate. Even &amp;lt;s&amp;gt;better&amp;lt;/s&amp;gt; worse, scattered items, especially [[weapon]]s, can injure passing [[dwarf|dwarves]] or other [[creature]]s; in the words of Toady One the Great, &amp;quot;Accidental grapeshotting of the dining room should be possible now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Of course, the danger of using minecarts means they can also be used as weapons by imaginative players.&lt;br /&gt;
&lt;br /&gt;
== Automation ==&lt;br /&gt;
&lt;br /&gt;
=== Track stop ===&lt;br /&gt;
Track stops are constructions that allow further automation of minecart systems via adjustable features such as breaking by friction and automatic dumping of contents. They can be built from logs, bars and blocks through {{K|b}} {{K|C}} {{K|S}}, and must be built on top of an existing piece of track; friction amount, dumping toggle and dumping direction must be set '''before''' construction, and these settings can be neither changed nor seen thereafter; however, track stops can be linked to [[pressure plate]]s or [[lever]]s to toggle friction upon activation. Take care not to set track stops at a loading site to dump their contents, or dwarves will never be able to fill the cart.&lt;br /&gt;
&lt;br /&gt;
Track stops are not mandatory; in fact, their main use is in automated rail systems, to stop and hold extremely fast-moving minecarts or to dump contents mid-way without stopping. However, even in basic rail systems it can be useful to set a track stop to dump items: this saves time that dwarves would otherwise spend in removing items from the cart, time that is better spent driving the cart back to where it's needed.&lt;br /&gt;
&lt;br /&gt;
Counter-intuitive to their construction method, track stops are considered [[building]]s and must be removed by {{k|q}} {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Roller ===&lt;br /&gt;
A '''roller''' is a [[power]]ed [[machine component]] for the automated propulsion of minecarts. They are built with {{K|b}} {{K|M}} {{K|r}}, requiring a [[mechanic]], one or more [[mechanism]]s and a [[rope]]. Rollers are very useful to maintain a cart's momentum along long routes, to get them to climb Z-levels without dwarfpower involved, and to get them to reach speeds unattainable by guiding dwarves. These devices are variable-length, variable-direction, and variable-power, all traits that can be set at construction time; at the highest speed, a roller uses two units of power per tile it is long.&lt;br /&gt;
&lt;br /&gt;
Rollers may apparently be placed directly on ramps to help pull carts up Z levels{{verify}}. Currently rollers can only be placed on ramps if it would result in it being connected to a preexisting power connection (gears, axles, or pumps).&lt;br /&gt;
&lt;br /&gt;
Care must be taken in [[glacier]]s and other extremely cold [[biome]]s, since rollers can be rendered inoperable when exposed to freezing [[temperature]]s.&lt;br /&gt;
&lt;br /&gt;
Because of their one-way nature, rollers are unsuitable for most two-way minecart tracks. However, a minecart set to be ''guided'' is not affected by rollers at all &amp;amp;mdash; this allows a one-way track to be used in both directions. In addition, rollers do not affect minecarts when disengaged: switching mechanisms (such as a [[pressure plate]] attached to powering [[gear assembly]]) can be used to create complex paths.&lt;br /&gt;
&lt;br /&gt;
Rollers cannot be powered from above.&lt;br /&gt;
&lt;br /&gt;
=== Switching ===&lt;br /&gt;
A rudimentary track switch can be constructed by building a T-junction as illustrated below.&lt;br /&gt;
&lt;br /&gt;
      B╥&lt;br /&gt;
       ║&lt;br /&gt;
       RO&lt;br /&gt;
       RO&lt;br /&gt;
 A╞════R════╡C&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 'O's represent walls that keep the cart on the track during the switching process&lt;br /&gt;
The 'R's are a single 3 tile roller pushing from South to North on slow speed (slowest is too slow to get the minecart to change directions, and I have not yet experimented with higher speeds).&lt;br /&gt;
If the cart is pushed East from the stop at 'A' while the roller is activated, it will arrive at 'B'. If the roller is not running, it will arrive at 'C'.&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
Because of the complexity of the system, all but the most careful and experienced minecart users will encounter issues. Most route issues can be diagnosed and fixed from the {{k|h}}auling menu.  &lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' {{DFtext|! Set dir/connect track|6:1}} message appears to the right of one or more stops &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:'''&lt;br /&gt;
* The departure direction of the stop might be invalid. Edit the stop using {{k|Enter}} and press{{k|d}} until it is pointing in a valid direction.&lt;br /&gt;
* The track stop might not be built on top of a track. The track stop must be deconstructed to remedy this issue.&lt;br /&gt;
* Your track might not be built correctly. Make sure all connected tracks between destinations are not one-way tracks.&lt;br /&gt;
** This can be especially confusing with ramps. To carve a two-way track on a (natural) ramp, you must designate the ramp &amp;lt;b&amp;gt;and one square beyond&amp;lt;/b&amp;gt; in the direction you want the track to go.&lt;br /&gt;
** Ramps '''must''' have a solid block on the side opposite to the track, or they will neither work nor be marked as &amp;quot;unusable&amp;quot;. The solid block can be natural or constructed.&lt;br /&gt;
* The desired/kept items might not be configured correctly.&lt;br /&gt;
&lt;br /&gt;
'''Symptom:''' The status '''0% &amp;lt;span style=&amp;quot;color:#00dd00;&amp;quot;&amp;gt;V&amp;lt;/span&amp;gt;''' always appears to the right of one stop.  &lt;br /&gt;
&amp;lt;br&amp;gt;'''Possible Causes:''' &lt;br /&gt;
* The stop may not be set to take from a stockpile. Edit the Stop using {{k|Enter}} and make sure you see a message like &amp;quot;Take from Stockpile #1&amp;quot;.&lt;br /&gt;
* The take conditions must correspond with the contents of the stockpile.&lt;br /&gt;
* The track stop may be set to dump. A track stop set to dump cannot be filled. You must either set the stop to a time-based departure or deconstruct the track stop and rebuild it without dumping.&lt;br /&gt;
* Make sure the minecart itself has not been designated to be dumped (such as when using mass-dump).&lt;br /&gt;
&lt;br /&gt;
== Capacity ==&lt;br /&gt;
Minecarts have five times the capacity of wheelbarrows, which is an enormous amount. A single minecart can carry 2500 rolls of [[cloth]], for example, or even a hundred stone blocks. Unfortunately, loading 2500 [[stone|boulder]]s onto a minecart is not possible.&lt;br /&gt;
&lt;br /&gt;
[[Water]] and [[magma]] can also be loaded into minecarts by submerging them to a depth of at least 6/7, and dumped by a constructed track stop. Loading fluids onto minecarts can be difficult because their weight can slow the minecart down greatly. Curiously, filling a minecart with magma does not injure a dwarf ''riding'' it. A minecart will hold 833 units of magma. This is enough magma to increase the depth of a single tile by 2.&lt;br /&gt;
&lt;br /&gt;
The capacity in a minecart affects whether a [[pressure plate]] triggers or not, based on the pressure plate's setting.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*If you set up lots of routes and stops and then resize your screen, the list will scroll off-screen in the hauling menu. You can still navigate the list with keyboard commands, but cannot see the stop/route name.  This will be fixed in the next release.&lt;br /&gt;
*A dwarf will drop its [[child|baby]], if it has one, when boarding a minecart set to be ridden.&lt;br /&gt;
*Tracks block wagon access to trade depots.{{bug|6040}}&lt;br /&gt;
*Dwarves cannot guide a minecart through an unlocked door unless another dwarf opens the door{{bug|6056}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Minecart]]&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=175813</id>
		<title>v0.34:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=175813"/>
		<updated>2012-07-25T13:47:26Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Choosing Weights */ More tweaks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to [[lever]]s, in that they require [[mechanisms]] to be built, and then a pair of mechanisms to be linked to a [[floodgate]], [[Trap_component|spike trap]], [[bridge]], or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on enemy movement as necessary.  Pressure plates will not be targeted by [[building destroyer]]s.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
'''One-use''' pressure plates send their signal, then deconstruct the first time they're triggered, leaving behind the mechanism used to construct them and destroying any mechanisms used to link them to other objects.  As such, use low quality mechanisms to link with these.&lt;br /&gt;
&lt;br /&gt;
'''Resetting''' pressure plates can be reused as many times as you want.  They disengage 99 ticks after their trigger is removed.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as [[bridge]] raising or [[Trap_design|defensive and trap]] purposes, such as [[magma]] or [[water]] traps involving reservoirs of said substances. &lt;br /&gt;
&lt;br /&gt;
Pressure plates send an ''open'' command the instant their criteria are met, and a ''close'' command 99 ticks after their triggering criteria are no longer met.  If a pressure plate sends an ''open'' command to a [[door]], [[floodgate]], or [[hatch cover|hatch]] that is already opened, nothing happens.  The only exception to this is [[gear assembly|gear assemblies]], which toggle their engaged/disengaged state on every trigger from a [[lever]] or pressure plate.&lt;br /&gt;
&lt;br /&gt;
==Advanced techniques==&lt;br /&gt;
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.&lt;br /&gt;
&lt;br /&gt;
Resetting pressure plates send two signals: an ''open'' signal, when first triggered by an appropriate creature or fluid; and a ''close'' signal, set to occur 99 ticks after the pressure criteria are no longer met.  They do not send continuous ''open'' signals while the pressure criteria are met.  A pressure plate that is untriggered then retriggered before it has sent a ''close'' signal will not send an ''open'' signal on the second trigger, and will abort the ''close'' signal scheduled to occur from the untriggering.&lt;br /&gt;
&lt;br /&gt;
Special care must be taken when linking multiple pressure plates to a single device.  When doing so, it's possible for one of the plates to become activated before another plate has sent a ''close'' signal.  Unlike with single plates, the triggering of the first plate will not abort the ''close'' signal scheduled from the second plate, and the triggered device can become deactivated (closed) despite a triggered pressure plate linked to the device.&lt;br /&gt;
&lt;br /&gt;
Similar situations can occur when activating a bridge or other refractory building with a pressure plate: if the pressure plate sends an ''open'' too rapidly after sending a ''close'', the bridge will ignore the ''open'' and wedge close.&lt;br /&gt;
&lt;br /&gt;
===Build order===&lt;br /&gt;
Another essential consideration with carefully timed devices is build order.  Pressure plates can send ''open'' and ''close'' signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.  That is because furniture is evaluated in the reverse order in which it is built-- when you build a pressure plate before the furniture it's linked to, in many cases that furniture will not receive a signal until the tick following pressure plate activation.&lt;br /&gt;
&lt;br /&gt;
* Linked doors and hatches always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.&lt;br /&gt;
* Retracting spikes built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.&lt;br /&gt;
* Gear assemblies will appear to be unaffected by build order-- they will engage or disengage on the same tick that a pressure plate is triggered, regardless of build order-- but gear assemblies built after a pressure plate will not transmit (or stop transmitting) power until the tick following pressure plate activation (or 100 ticks after criteria are no longer met), whereas gear assemblies built before a plate linked to them will toggle at 0 and 99 ticks.&lt;br /&gt;
* Bridges, vertical bars, floodgates, and grates built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.&lt;br /&gt;
&lt;br /&gt;
Essentially, pressure plates send open signals immediately upon triggering and close signals 99 ticks after their trigger is removed; pressure plates built before the device they trigger work a tick later; and doors and hatches are always opened on the exact tick that they're triggered by a pressure plate, regardless of build order, although their close tick is still affected by build order.&lt;br /&gt;
&lt;br /&gt;
===Latching Pressure Plates===&lt;br /&gt;
[[Image:Mini_Resetable_Trigger_Once_Plate.PNG‎|thumb|right|133px|'''Resettable Latching Plate System'''.&amp;lt;br /&amp;gt; Uses scaffolding (not shown) just like a [[Screw pump#Pump stack|pump stack]].]]&lt;br /&gt;
&lt;br /&gt;
While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used.  Frequently, it's desirable to have a system that triggers once, then waits to be reset manually.  For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma.  This is when you should use a pressure plate linked to a [[Memory (computing)|latch]].&lt;br /&gt;
&lt;br /&gt;
Suppose you want to use a pressure plate to seal off your main entrance.  You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done.  Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it.  You also connect a [[lever]] to the [[gear assembly]] above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up.  You also connect that gear to a power source with at least 25 [[power]].  Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a [[activity_zone#Pit/Pond|pond zone]] above it.  After it's full, remove the pond zone and build a floor over it for good measure.  During construction, you will need scaffolding just like what you use for a [[Screw pump#Pump stack|pump stack]].  This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source.  Remember to forbid the access doors when you're done setting everything up.&lt;br /&gt;
&lt;br /&gt;
You can [[power]] this from any source, but if your map gives 40 wind power you can just use a [[windmill]].  Build a [[windmill]] right above where it says &amp;quot;power here&amp;quot; and then build a gear assembly directly below it.  Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation.  You may also want to construct a wall around your windmill to prevent a [[building destroyer]] from smashing it.&lt;br /&gt;
&lt;br /&gt;
Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped.  You can eliminate that minor problem by hooking the pressure plates in the [[User:Uristocrat/Toggle_System|toggle system]] to the gear assembly on top of the pumps instead of a lever, but that's significantly more complex.&lt;br /&gt;
&lt;br /&gt;
===Unusual triggers===&lt;br /&gt;
Pressure plates will be set off by a sufficiently large [[undead]] corpse reanimating on their tile.  They will be set off by creatures that fall onto them, even if those creatures [[gravity|fall]] onto another creature occupying the same tile.  However, if a creature dies upon contact with the ground, as with a fall from a great height, that creature will not set off a pressure plate upon landing.  A mechanic who completes the first attachment job on a pressure plate will not cause an ''open'' to be sent to the building being linked, but a ''close'' will be sent-- when the ''open'' is sent, the building is not yet linked!  This tends to toggle gears upon linkage, and makes futile single-use, civilians-trigger pressure plates.  Neither [[Trading|merchants]], their pack animals, nor [[trading#Liasons|diplomats]] will set off pressure plates, even pressure plates set to be triggerable by civilians.  Should an invading force arrive, they will not activate any pressure plates that have been observed by any diplomat from their civilization.  Flyers and swimmers will set off pressure plates in any tile they move through.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether a pressure plate is set to civilians-trigger or not, any creature that is [[unconscious]] or [[web|webbed]] will set off a pressure plate-- diplomat, sieging human, [[trapavoid]]er, or your own dwarf.&lt;br /&gt;
&lt;br /&gt;
===Hanging pressure plates===&lt;br /&gt;
Like other buildings, pressure plates built on top of a constructed wall remain even after that constructed wall is removed{{Bug|0377}}.  All linkages to such a plate need to be completed before removing the construction supporting the plate.  Creatures falling through a hanging pressure plate will not trigger that plate, but fluid falling through or pumped into a square occupied by a hanging pressure plate will trigger that plate as normal.  Flyers or swimmers moving through the tile containing the hanging pressure plate will trigger it as normal.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Pressure plates are built on any [[floor]] using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum.&lt;br /&gt;
&lt;br /&gt;
The number of mechanisms required to build a pressure plate depends on how many types of things (water, magma and/or creatures) can trigger it. If only one of them can trigger it, it takes one mechanism. If two can (water and magma, water and creatures, or magma and creatures) then it takes two mechanisms. If all three can trigger it, it will take 3 mechanisms. &lt;br /&gt;
&lt;br /&gt;
NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens.  &amp;quot;Citizens&amp;quot; include [[Domestic animal|tame animals]] but not merchants or liasons.  Pressure plates that can be triggered by citizens will remain triggerable by non-citizens as well-- there is no way to make a pressure plate that is triggerable by only civilians.&lt;br /&gt;
&lt;br /&gt;
Construction is done by a [[mechanic]], who will require one to three [[mechanism]]s. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
&lt;br /&gt;
===Choosing Weights===&lt;br /&gt;
&lt;br /&gt;
For a table of creatures you can organize by increasing or decreasing [[size|weight]], see [[List of creatures by adult size]].&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] inherently do not trigger traps - aside from their weight being consistently less than 10000, they aren't treated as actual creatures for the purpose of triggering any sort of trap.  Only adult weights appear in-game.  Children creatures will still trigger pads, even though they are unlisted.  Creatures with the trapavoid token will not trigger pressure plates, regardless of weight.&lt;br /&gt;
&lt;br /&gt;
On-screen numbers are shown divided by 10 (rounded down). For example 500,000, the default minimum weight, will appear to be 50,000 in-game.  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
&lt;br /&gt;
The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000 (1,000 on-screen), and {{k|r}} or {{k|f}} will increase the weight by 100,000 (10,000 on-screen).  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=175812</id>
		<title>v0.34:Pressure plate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Pressure_plate&amp;diff=175812"/>
		<updated>2012-07-25T13:45:33Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Choosing Weights */ Corrected apparently misleading information. See www.bay12forums.com/smf/index.php?topic=113810.msg3474889&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}&lt;br /&gt;
'''Pressure plates''' act in similar ways to [[lever]]s, in that they require [[mechanisms]] to be built, and then a pair of mechanisms to be linked to a [[floodgate]], [[Trap_component|spike trap]], [[bridge]], or what-have-you. Their accompanying activity is triggered the instant a creature has stepped on them (not including the delay associated with the triggered item); leave a time delay space for traps based on enemy movement as necessary.  Pressure plates will not be targeted by [[building destroyer]]s.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
'''One-use''' pressure plates send their signal, then deconstruct the first time they're triggered, leaving behind the mechanism used to construct them and destroying any mechanisms used to link them to other objects.  As such, use low quality mechanisms to link with these.&lt;br /&gt;
&lt;br /&gt;
'''Resetting''' pressure plates can be reused as many times as you want.  They disengage 99 ticks after their trigger is removed.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Pressure plates are used as a variety of triggers for other activities, such as [[bridge]] raising or [[Trap_design|defensive and trap]] purposes, such as [[magma]] or [[water]] traps involving reservoirs of said substances. &lt;br /&gt;
&lt;br /&gt;
Pressure plates send an ''open'' command the instant their criteria are met, and a ''close'' command 99 ticks after their triggering criteria are no longer met.  If a pressure plate sends an ''open'' command to a [[door]], [[floodgate]], or [[hatch cover|hatch]] that is already opened, nothing happens.  The only exception to this is [[gear assembly|gear assemblies]], which toggle their engaged/disengaged state on every trigger from a [[lever]] or pressure plate.&lt;br /&gt;
&lt;br /&gt;
==Advanced techniques==&lt;br /&gt;
Making complicated devices with pressure plates requires a full and detailed understanding of how pressure plates function.&lt;br /&gt;
&lt;br /&gt;
Resetting pressure plates send two signals: an ''open'' signal, when first triggered by an appropriate creature or fluid; and a ''close'' signal, set to occur 99 ticks after the pressure criteria are no longer met.  They do not send continuous ''open'' signals while the pressure criteria are met.  A pressure plate that is untriggered then retriggered before it has sent a ''close'' signal will not send an ''open'' signal on the second trigger, and will abort the ''close'' signal scheduled to occur from the untriggering.&lt;br /&gt;
&lt;br /&gt;
Special care must be taken when linking multiple pressure plates to a single device.  When doing so, it's possible for one of the plates to become activated before another plate has sent a ''close'' signal.  Unlike with single plates, the triggering of the first plate will not abort the ''close'' signal scheduled from the second plate, and the triggered device can become deactivated (closed) despite a triggered pressure plate linked to the device.&lt;br /&gt;
&lt;br /&gt;
Similar situations can occur when activating a bridge or other refractory building with a pressure plate: if the pressure plate sends an ''open'' too rapidly after sending a ''close'', the bridge will ignore the ''open'' and wedge close.&lt;br /&gt;
&lt;br /&gt;
===Build order===&lt;br /&gt;
Another essential consideration with carefully timed devices is build order.  Pressure plates can send ''open'' and ''close'' signals at different times depending on what sort of building is being triggered and whether the building was built before or after the pressure plate.  That is because furniture is evaluated in the reverse order in which it is built-- when you build a pressure plate before the furniture it's linked to, in many cases that furniture will not receive a signal until the tick following pressure plate activation.&lt;br /&gt;
&lt;br /&gt;
* Linked doors and hatches always open the same tick that a pressure plate is triggered, but close depending on build order: if built before the pressure plate, they close 99 ticks after the trigger is removed, and if built after, they close 100 ticks after the trigger is removed.&lt;br /&gt;
* Retracting spikes built before a pressure plate retract 40 ticks after triggering and extend 139 ticks after the trigger is removed.  If built after the triggering pressure plate, they retract 41 ticks after triggering and extend 140 ticks after the trigger is removed.&lt;br /&gt;
* Gear assemblies will appear to be unaffected by build order-- they will engage or disengage on the same tick that a pressure plate is triggered, regardless of build order-- but gear assemblies built after a pressure plate will not transmit (or stop transmitting) power until the tick following pressure plate activation (or 100 ticks after criteria are no longer met), whereas gear assemblies built before a plate linked to them will toggle at 0 and 99 ticks.&lt;br /&gt;
* Bridges, vertical bars, floodgates, and grates built before a pressure plate open 100 ticks after the trigger is sent, and close 199 ticks after the trigger is removed.  If they are built after a triggering pressure plate, they open 101 ticks after a trigger is sent and close 200 ticks after the trigger is removed.&lt;br /&gt;
&lt;br /&gt;
Essentially, pressure plates send open signals immediately upon triggering and close signals 99 ticks after their trigger is removed; pressure plates built before the device they trigger work a tick later; and doors and hatches are always opened on the exact tick that they're triggered by a pressure plate, regardless of build order, although their close tick is still affected by build order.&lt;br /&gt;
&lt;br /&gt;
===Latching Pressure Plates===&lt;br /&gt;
[[Image:Mini_Resetable_Trigger_Once_Plate.PNG‎|thumb|right|133px|'''Resettable Latching Plate System'''.&amp;lt;br /&amp;gt; Uses scaffolding (not shown) just like a [[Screw pump#Pump stack|pump stack]].]]&lt;br /&gt;
&lt;br /&gt;
While ordinary one-use plates are easy to use, they deconstruct immediately after triggering and destroy all but one of the mechanisms used.  Frequently, it's desirable to have a system that triggers once, then waits to be reset manually.  For example, you might have a pressure plate that seals off your entrance and floods it with magma, but you don't want the flood to stop or the drawbridges to open like it would for a resetting pressure plate, but you also don't want to rebuild and reconnect the one-use pressure plate after every siege when half the parts are submerged in magma.  This is when you should use a pressure plate linked to a [[Memory (computing)|latch]].&lt;br /&gt;
&lt;br /&gt;
Suppose you want to use a pressure plate to seal off your main entrance.  You build the setup shown, being sure to construct the lower pumps before the upper pumps and the gear assembly on top after both pumps are done.  Then connect the plate in room 2 to the drawbridges that seal the entrance and hook a resetting, enemy triggered plate from your main hallway to the hatch in room 1. The resetting pressure plate in room 2 should be set to trigger whenever any water is on it.  You also connect a [[lever]] to the [[gear assembly]] above the pumps, which becomes your reset lever, and pull the lever to disengage the gear once its set up.  You also connect that gear to a power source with at least 25 [[power]].  Lastly, you fill area 1 with 7/7 water (to prevent evaporation) by channeling through the floor and designating a [[activity_zone#Pit/Pond|pond zone]] above it.  After it's full, remove the pond zone and build a floor over it for good measure.  During construction, you will need scaffolding just like what you use for a [[Screw pump#Pump stack|pump stack]].  This setup uses the same trick of channeling through the floor and building the lower pump first to allow them to share their power source.  Remember to forbid the access doors when you're done setting everything up.&lt;br /&gt;
&lt;br /&gt;
You can [[power]] this from any source, but if your map gives 40 wind power you can just use a [[windmill]].  Build a [[windmill]] right above where it says &amp;quot;power here&amp;quot; and then build a gear assembly directly below it.  Putting a windmill directly on top of a gear you disengage can cause the windmill to collapse, so don't try that unless it says the windmill has a stable foundation.  You may also want to construct a wall around your windmill to prevent a [[building destroyer]] from smashing it.&lt;br /&gt;
&lt;br /&gt;
Now, whenever your pressure plate is triggered, the hatch will immediately open and dump the water from 1 onto the plate at 2, holding that plate down until you use your reset lever to activate the pump and put the water back on top of the hatch. Don't forget to turn the pumps off after all the water has moved, or it will continue to reset itself until the pumps are stopped.  You can eliminate that minor problem by hooking the pressure plates in the [[User:Uristocrat/Toggle_System|toggle system]] to the gear assembly on top of the pumps instead of a lever, but that's significantly more complex.&lt;br /&gt;
&lt;br /&gt;
===Unusual triggers===&lt;br /&gt;
Pressure plates will be set off by a sufficiently large [[undead]] corpse reanimating on their tile.  They will be set off by creatures that fall onto them, even if those creatures [[gravity|fall]] onto another creature occupying the same tile.  However, if a creature dies upon contact with the ground, as with a fall from a great height, that creature will not set off a pressure plate upon landing.  A mechanic who completes the first attachment job on a pressure plate will not cause an ''open'' to be sent to the building being linked, but a ''close'' will be sent-- when the ''open'' is sent, the building is not yet linked!  This tends to toggle gears upon linkage, and makes futile single-use, civilians-trigger pressure plates.  Neither [[Trading|merchants]], their pack animals, nor [[trading#Liasons|diplomats]] will set off pressure plates, even pressure plates set to be triggerable by civilians.  Should an invading force arrive, they will not activate any pressure plates that have been observed by any diplomat from their civilization.  Flyers and swimmers will set off pressure plates in any tile they move through.&lt;br /&gt;
&lt;br /&gt;
Regardless of whether a pressure plate is set to civilians-trigger or not, any creature that is [[unconscious]] or [[web|webbed]] will set off a pressure plate-- diplomat, sieging human, [[trapavoid]]er, or your own dwarf.&lt;br /&gt;
&lt;br /&gt;
===Hanging pressure plates===&lt;br /&gt;
Like other buildings, pressure plates built on top of a constructed wall remain even after that constructed wall is removed{{Bug|0377}}.  All linkages to such a plate need to be completed before removing the construction supporting the plate.  Creatures falling through a hanging pressure plate will not trigger that plate, but fluid falling through or pumped into a square occupied by a hanging pressure plate will trigger that plate as normal.  Flyers or swimmers moving through the tile containing the hanging pressure plate will trigger it as normal.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Pressure plates are built on any [[floor]] using {{k|b}}, {{k|T}}, {{k|p}}. You will be prompted to enable what type of things should trigger the plate (water, magma, creatures, or some combination of the three). You are then instructed to set up a range between two values of weights- a minimum to a maximum. {{k|e}} and {{k|r}} affect the minimum weight, and {{k|d}} and {{k|f}} affect the maximum.&lt;br /&gt;
&lt;br /&gt;
The number of mechanisms required to build a pressure plate depends on how many types of things (water, magma and/or creatures) can trigger it. If only one of them can trigger it, it takes one mechanism. If two can (water and magma, water and creatures, or magma and creatures) then it takes two mechanisms. If all three can trigger it, it will take 3 mechanisms. &lt;br /&gt;
&lt;br /&gt;
NOTE: The creature selection screen has an additional setting that allows the pressure plate to ignore, or be triggered by, your citizens.  &amp;quot;Citizens&amp;quot; include [[Domestic animal|tame animals]] but not merchants or liasons.  Pressure plates that can be triggered by citizens will remain triggerable by non-citizens as well-- there is no way to make a pressure plate that is triggerable by only civilians.&lt;br /&gt;
&lt;br /&gt;
Construction is done by a [[mechanic]], who will require one to three [[mechanism]]s. After construction is completed, use the {{k|q}} key to view the building, and press {{k|a}} to link the pressure plate to choose which trap, floodgate, or other device will be triggered by it. Your mechanic will haul one mechanism to the desired device, work for awhile, and then take another mechanism to the pressure plate itself and complete the task. Your pressure plate is now ready for action.&lt;br /&gt;
&lt;br /&gt;
===Choosing Weights===&lt;br /&gt;
&lt;br /&gt;
For a table of creatures you can organize by increasing or decreasing [[size|weight]], see [[List of creatures by adult size]].&lt;br /&gt;
&lt;br /&gt;
[[Vermin]] inherently do not trigger traps - aside from their weight being consistently less than 10000, they aren't treated as actual creatures for the purpose of triggering any sort of trap.  Only adult weights appear in-game.  Children creatures will still trigger pads, even though they are unlisted.  Creatures with the trapavoid token will not trigger pressure plates, regardless of weight.&lt;br /&gt;
&lt;br /&gt;
In-game numbers are shown divided by 10 (rounded down). For example 500,000, the default minimum weight, will appear to be 50,000 in-game.  The in-game numbers can be adjusted to the nearest 1,000 (= 10,000 internally)  It is easy to double check what you want to set it to by using a lookup and reverse lookup on the list, to compare what the game says about a creature, and what the list says.&lt;br /&gt;
&lt;br /&gt;
The weight settings are set up in what appears to be an odd way, but makes sense for the large scale of numbers we can work with. {{k|e}} or {{k|d}} will decrease the weight by 10,000, and {{k|r}} or {{k|f}} will increase the weight by 100,000.  It is slightly clumsy but it would be annoying to increase digits by units of 10,000 when trying to get from crundles to whales.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175808</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175808"/>
		<updated>2012-07-25T03:57:24Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Limiting/preventing immigration */ pop cap ignored if population less than 4&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and if you have less than 4 dwarves POPULATION_CAP is ignored {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all. {{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
In certain locations in [[adventure mode]], you may come across a '''Migrating Group'''. One such location is near a recently [[abandon|abandoned]] [[fortress]]; choosing to travel to the group will allow you to talk to the members of your former fortress as they travel back to dwarven civilization.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants), and then wander around randomly, unable to be assigned labors. {{Bug|5098}}&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175807</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175807"/>
		<updated>2012-07-25T03:55:46Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Minimum population discovered at which POPULATION_CAP is ignored */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange moods ==&lt;br /&gt;
&lt;br /&gt;
20 dwarves, including children and babies, may be the magic number for strange moods happening.  I usually have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. Invasions, sieges and thieves occur even if you don't reach 20 dwarves. [[User:Ptb ptb|Ptb ptb]] 05:49, 14 July 2012 (UTC)&lt;br /&gt;
*Er, this is already well-documented on the [[strange mood]] page... --[[User:Quietust|Quietust]] 15:26, 14 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
:This bit? &amp;quot;and you must have more than 10 dwarves&amp;quot; It doesn't appear to have been altered. [[User:Ptb ptb|Ptb ptb]] 03:55, 25 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreasonably large migrant waves ==&lt;br /&gt;
&lt;br /&gt;
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175731</id>
		<title>v0.34 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175731"/>
		<updated>2012-07-23T12:41:03Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Ice cannot be used to craft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ice cannot be used to craft ==&lt;br /&gt;
&lt;br /&gt;
That certainly seems to be the case. You get the &amp;quot;No non-economic hard stone available&amp;quot; if you try to craft stone and nothing but ice is available. Same for masons trying to make doors, etc. Ice isn't listed as an economic stone, so you can't change that setting in the status screen either.  Accordingly I'm removing the 'verify' tag. [[User:Ptb ptb|Ptb ptb]] 12:18, 23 July 2012 (UTC)&lt;br /&gt;
:I believe the reason you can't use it is because ice isn't considered hard, not that it's economic. -- [[User:Qazmlpok|Qazmlpok]] 12:33, 23 July 2012 (UTC)&lt;br /&gt;
::Possibly. But I don't think any other stones are rejected as not being hard - including stones like chalk, gypsum and talk. [[User:Ptb ptb|Ptb ptb]] 12:41, 23 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reclaiming icy embark locations ==&lt;br /&gt;
&lt;br /&gt;
When reclaiming a 'freezing' location any construction / digging that took place in the ocean is filled with solid, salty ice. I'm not sure what happens with fresh water glacier layers. [[User:Ptb ptb|Ptb ptb]] 12:41, 23 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175729</id>
		<title>v0.34 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Ice&amp;diff=175729"/>
		<updated>2012-07-23T12:18:22Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ice cannot be used to craft ==&lt;br /&gt;
&lt;br /&gt;
That certainly seems to be the case. You get the &amp;quot;No non-economic hard stone available&amp;quot; if you try to craft stone and nothing but ice is available. Same for masons trying to make doors, etc. Ice isn't listed as an economic stone, so you can't change that setting in the status screen either.  Accordingly I'm removing the 'verify' tag. [[User:Ptb ptb|Ptb ptb]] 12:18, 23 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=175713</id>
		<title>v0.34:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=175713"/>
		<updated>2012-07-22T15:11:39Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Ice as a stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:52, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
'''Ice''' appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even inside a fortress (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, a message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. The exception is when building in a glacier environment the construction can be completed. In winter in temperate to cold environments, it is also possible to build these; however, they will melt when the usual ice also melts.&lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft.  It's not possible to create doors, hatches, and other crafts from it.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water&amp;quot;.  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by [[dump]]ing it. When an ice boulder melts inside a fortress, it becomes an item named &amp;quot;water&amp;quot;, but it differs from regular water: it has no liquid level, does not leave mud when it evaporates, and dwarves eventually remove it with &amp;quot;clean&amp;quot; job. Melted ice is of no value as a water source.&lt;br /&gt;
&lt;br /&gt;
A block of ice is worth 3☼ if traded, and weighs 64Γ.&lt;br /&gt;
&lt;br /&gt;
== Observations on constructing with ice ==&lt;br /&gt;
&lt;br /&gt;
You only get 1 fill pond job per pond zone, so it works best to make many of them, such as a series of 10x1 zones. Once the pond zone is finished, you will start getting notifications that they cannot fill the pond. At this point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
It takes 2 buckets to make a tile of solid ice. The first bucket makes an ice floor, while the second bucket makes the ice wall on the level below.&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice. It's really not an issue unless the bucket is dropped and left outside. If the water in the bucket does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to water source and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor and then the ice wall is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls right to the edge of the map. Effects on creatures spawning there is unknown, currently undergoing testing.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, if a frozen [[murky pool]] thaws, it will do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the smooth stone and carve fortification designations work as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates and wells built over over it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Squares which have had constructions built on them do not unfreeze.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=175712</id>
		<title>v0.34:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ice&amp;diff=175712"/>
		<updated>2012-07-22T15:11:20Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Ice as a stone */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|05:52, 1 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
'''Ice''' appears as a light blue stone which can be found by mining through an ice wall (such as that created when a river freezes).  Ice boulders and objects made of ice will melt after some time when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use; ice boulders can even melt while being carried by your dwarves, causing them to drop the item and resulting in a smear of water on the floor beneath them.&lt;br /&gt;
&lt;br /&gt;
It is possible to build [[construction|constructions]] out of ice, even inside a fortress (provided your dwarves move quickly enough to finish construction before the ice melts). These constructions are then stable even as temperature rises. Pillars of ice walls can even be built within rooms that are later flooded with [[magma]] (though the walls become &amp;quot;warm&amp;quot;, they will not melt).&lt;br /&gt;
&lt;br /&gt;
Attempts to build [[workshop|workshops]], paved roads, or other non-construction [[building|buildings]] out of ice will usually result in the ice melting immediately, a message &amp;quot;The dwarves were unable to complete the [workshop_name]&amp;quot;, and the workshop construction being canceled completely. The exception is when building in a glacier environment the construction can be completed. In winter in temperate to cold environments, it is also possible to build these; however, they will melt when the usual ice also melts.&lt;br /&gt;
&lt;br /&gt;
Ice cannot be used to craft.  It's not possible to create doors, hatches, and other crafts from it{{verify}}.&lt;br /&gt;
&lt;br /&gt;
The game refers to ice boulders as &amp;quot;water&amp;quot;.  It does not appear in any stockpile options or the manager, so it cannot be moved by designating a stockpile.  Ice can be moved by [[dump]]ing it. When an ice boulder melts inside a fortress, it becomes an item named &amp;quot;water&amp;quot;, but it differs from regular water: it has no liquid level, does not leave mud when it evaporates, and dwarves eventually remove it with &amp;quot;clean&amp;quot; job. Melted ice is of no value as a water source.&lt;br /&gt;
&lt;br /&gt;
A block of ice is worth 3☼ if traded, and weighs 64Γ.&lt;br /&gt;
&lt;br /&gt;
== Observations on constructing with ice ==&lt;br /&gt;
&lt;br /&gt;
You only get 1 fill pond job per pond zone, so it works best to make many of them, such as a series of 10x1 zones. Once the pond zone is finished, you will start getting notifications that they cannot fill the pond. At this point, you can just delete the zone and the fill pond job goes away on its own.&lt;br /&gt;
&lt;br /&gt;
It takes 2 buckets to make a tile of solid ice. The first bucket makes an ice floor, while the second bucket makes the ice wall on the level below.&lt;br /&gt;
&lt;br /&gt;
Make your water source as close as possible to the construction site. It needs to be underground so it doesn't freeze, but closer means things get cast from ice more quickly.&lt;br /&gt;
&lt;br /&gt;
Water in buckets will last for a surprisingly long time before freezing in the bucket as a chunk of ice. It's really not an issue unless the bucket is dropped and left outside. If the water in the bucket does freeze, just order the ice to be dumped, and the chunks of ice will be taken to your garbage zone.&lt;br /&gt;
&lt;br /&gt;
Put your bucket stockpile right next to water source and produce a large number of buckets to ensure there is always another bucket to be filled.&lt;br /&gt;
&lt;br /&gt;
You can cast ice over a ledge. First the ice floor and then the ice wall is cast at the Z-level right below the pond zone. This means if you're dumping buckets of water off of a 2 Z-level high wall, you will be forming a solid ice roof and the area underneath will be completely ice free, and even safe to walk over as the ice is being cast over their heads.&lt;br /&gt;
&lt;br /&gt;
You can cast ice walls right to the edge of the map. Effects on creatures spawning there is unknown, currently undergoing testing.&lt;br /&gt;
&lt;br /&gt;
== Thawing and drowning ==&lt;br /&gt;
In fortress mode, if a frozen [[murky pool]] thaws, it will do so instantly.  Any dwarf standing on the ice will plunge into the water and drown (unless they have Adequate or better [[swimming]] skill, the fall will [[status icon|stun]] them).  To reduce the chance of this happening, you can use [[traffic]] designations: mark the ice as restricted, and put a high traffic ring around the perimeter of the pool.  Or, if you don't need to [[fish]] from it, you can [[construction|construct]] a [[wall]] around it or a [[floor]] over it.&lt;br /&gt;
&lt;br /&gt;
Running magma under unmined ice will melt the ice. This appears to be the best way to turn large amounts of ice into water to use as a water source when all you have is ice and magma.&lt;br /&gt;
&lt;br /&gt;
== Constructing around ice ==&lt;br /&gt;
Using the smooth stone and carve fortification designations work as normal with ice. However, if an [[aquifer]] or other source of water is present next to your new fortification, it will immediately freeze into an ice wall when the water flows into it.&lt;br /&gt;
&lt;br /&gt;
The freezing/thawing of ice deconstructs anything occupying the same space as the block of ice, including floor hatches, grates and wells built over over it.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Squares which have had constructions built on them do not unfreeze.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Glacier]]&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175452</id>
		<title>v0.34:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175452"/>
		<updated>2012-07-18T15:16:15Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:26, 18 February 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot; margin=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
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|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT|♣|0:6:0}}&lt;br /&gt;
|{{RT0|,|2:0}}&lt;br /&gt;
|{{RT0|`|2:0}}&lt;br /&gt;
|{{RT0|.|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|{{RT0|'|2:0}}&lt;br /&gt;
|{{RT0|♣|2:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Wood cutter''' is the skill associated with the '''wood cutting''' [[labor]]. Wood cutters cut down [[tree]]s to create [[wood]] logs. A wood cutter also requires an available [[axe]].  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]], [[adamantine]] or even wooden [[training weapon|training axe]]. (The same is not true for axes in [[weapon|combat]].) Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
Increased skill makes cutting down trees faster.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you [[Designations|designate]] trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key. Any trees within the rectangle will then be cut down. You can also use the mouse to select trees to be cut down.&lt;br /&gt;
&lt;br /&gt;
Any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175451</id>
		<title>v0.34:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175451"/>
		<updated>2012-07-18T15:15:47Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Undo revision 175450 by Ptb ptb (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:26, 18 February 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot; margin=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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'''Wood cutter''' is the skill associated with the '''wood cutting''' [[labor]]. Wood cutters cut down [[tree]]s to create [[wood]] logs. A wood cutter also requires an available [[axe]].  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]], [[adamantine]] or even wooden [[training weapon|training axe]]. (The same is not true for axes in [[weapon|combat]].) Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.&lt;br /&gt;
&lt;br /&gt;
Increased skill makes cutting down trees faster.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you [[Designations|designate]] trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key. Any trees within the rectangle will then be cut down. You can also use the mouse to select trees to be cut down.&lt;br /&gt;
&lt;br /&gt;
Any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175450</id>
		<title>v0.34:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wood_cutter&amp;diff=175450"/>
		<updated>2012-07-18T15:14:59Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: adding bug note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:26, 18 February 2011 (UTC)}}{{Skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = [[Wood cutting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
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'''Wood cutter''' is the skill associated with the '''wood cutting''' [[labor]]. Wood cutters cut down [[tree]]s to create [[wood]] logs. A wood cutter also requires an available [[axe]].  The quality or material of the axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a [[quality|masterwork]] [[steel]], [[adamantine]] or even wooden [[training weapon|training axe]]. (The same is not true for axes in [[weapon|combat]].) Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labour.&lt;br /&gt;
&lt;br /&gt;
Increased skill makes cutting down trees faster.&lt;br /&gt;
&lt;br /&gt;
To designate trees to be cut, you [[Designations|designate]] trees for logging using the keys {{key|d}}-{{key|t}}, then define a rectangle using the {{k|enter}} key. Any trees within the rectangle will then be cut down. You can also use the mouse to select trees to be cut down.&lt;br /&gt;
&lt;br /&gt;
Any immigrant that arrives with the wood cutting labor enabled will be carrying an axe.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* If woodcutters wont pick up and use axes they may consider them to be reserved for a military squad. Even if all squads are off duty.  You can disband the squad or make lots of spare axes.{{bug|1451}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=175359</id>
		<title>v0.31 Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Well&amp;diff=175359"/>
		<updated>2012-07-15T20:02:29Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Mud Contaminant Rumors are FALSE */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strange Well Phenomenon==&lt;br /&gt;
I dropped several pieces of ice that I carved out of my glacier embark down my well that is built over a cavern lake. When the ice hit the lake it became &amp;quot;water laced with water&amp;quot;, with a water covering no less. I saved and reloaded and it simply listed several instances of &amp;quot;water&amp;quot; at that spot as well as the 7/7 water from the lake. However, the dwarves no longer seem to use the well, a drinking zone placed over it doesn't say it's a water source, and the well says &amp;quot;bucket full&amp;quot;.   Has anyone else encountered this?&lt;br /&gt;
&lt;br /&gt;
==Mud Contaminant Rumors are FALSE==&lt;br /&gt;
&lt;br /&gt;
Two quote the contaminant page:&lt;br /&gt;
&lt;br /&gt;
Water that [[flow]]s over contaminants can pick them up and redistribute them as the water moves. Water does not appear to move mud, although mud will be created any time water covers a tile. The mechanics of redistributing contaminants using water is not well understood although there have been some observations of strange behavior when mixing blood and water.&lt;br /&gt;
&lt;br /&gt;
And I can speak from experience, I have NEVER seen water move mud. I'm even running tests of it in my well guide fortress, there's no signs of any mud contaminating the water. The dwarves are fine with the water coming out of a well situated directly over a pile of mud. Whoever is making these claims about filtering mud with grates and bars needs to lurk (and experiment) moar. Even if mud were a functioning contaminant like blood, water just makes more mud as soon as it touches a floor tile, which means ALL water would be eternally muddy! Even after being &amp;quot;filtered&amp;quot; through a grate! --Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Further experimentation shows that water moves mud around a room, redistributing it. Mud will be in different piles when a room dries than before. You are correct that cleaned water will pick up more mud from unsmoothed floors. But who uses unsmoothed floors in their water system, you want it blocked up with 'shrooms? The &amp;quot;stagnant&amp;quot; modifier must be an invisible contaminant. I was confused by the fact that mud will collect on grates, and a I smooth my floors. What version are you playing? Do you have a &amp;quot;liquids&amp;quot; category in the first page of your stocks screen? What is listed there? Perhaps I'm not the only one who needs to experiment more, yeah? Or maybe you just need to update your executables so you are playing the same game we are. [[User:GhostDwemer|GhostDwemer]] 17:08, 29 November 2010 (UTC)&lt;br /&gt;
:Calm down, both of you.  This is what my experience is:&lt;br /&gt;
* Water can have contaminants.&lt;br /&gt;
** Salt is a water contaminant.&lt;br /&gt;
*** Salt occurs in water from any source in an oceanic setting (an ocean is present).&lt;br /&gt;
*** Salty water is described as &amp;quot;laced with salt&amp;quot; when you view it in a bucket.&lt;br /&gt;
** Grime is a water contaminant.&lt;br /&gt;
*** Grime occurs in water from murky pools, brooks, and rivers (but not oceans or aquifers).&lt;br /&gt;
*** Grimy water is described as &amp;quot;stagnant&amp;quot; when you view it in a bucket.&lt;br /&gt;
* Tiles can have contaminants.&lt;br /&gt;
** Mud is a tile contaminant.&lt;br /&gt;
*** Mud occurs in tiles with water on them.&lt;br /&gt;
*** Muddy tiles have &amp;quot;a _____ of mud&amp;quot; present when you loo{{k|k}} at them.&lt;br /&gt;
** Blood is a tile contaminant.&lt;br /&gt;
*** Blood occurs in tiles with creatures bleeding on them.&lt;br /&gt;
*** Bloody tiles have &amp;quot;a _____ of blood&amp;quot; present when you look at them.&lt;br /&gt;
* Water can move tile contaminants.&lt;br /&gt;
* Water is unaffected by tile contaminants.&lt;br /&gt;
** You can't have &amp;quot;bloody&amp;quot; or &amp;quot;muddy&amp;quot; water in a bucket.&lt;br /&gt;
* Tiles are unaffected by water contaminants.&lt;br /&gt;
** You can't have a &amp;quot;grimy&amp;quot; or &amp;quot;salty&amp;quot; tile.&lt;br /&gt;
:Okay?  --[[User:DeMatt|DeMatt]] 01:55, 30 November 2010 (UTC)&lt;br /&gt;
::No. For one thing, water from rivers and brooks is '''not''' stagnant as long as it is drawn from the actual tiles of the river/brook itself - this is verified easily enough in Adventurer mode by trying to fill your waterskin. --[[User:Quietust|Quietust]] 02:09, 30 November 2010 (UTC)&lt;br /&gt;
:::Really?  I was just now playing an adventurer, trying to get to a river/brook... and when I finally found a way down to a brook, and tried drinking from it ({{k|e}}), it '''was''' stagnant.  Lemme jump an adventurer into a river to see whether that's stagnant too. --[[User:DeMatt|DeMatt]] 02:42, 30 November 2010 (UTC)&lt;br /&gt;
::::Just created a new adventurer, found a brook and stood on top of it, and both my {{K|e}}at and f{{K|i}}ll waterskin menus listed &amp;quot;water&amp;quot; rather than &amp;quot;stagnant water&amp;quot;. The same was true for a river. --[[User:Quietust|Quietust]] 02:59, 30 November 2010 (UTC)&lt;br /&gt;
:::Okay, now THAT is frickin' weird.  It took a while, but I found some stagnant brook water... in the same brook as fresh brook water.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Brook_weirdness.PNG|Hmmm... fresh or stagnant, west or east?&lt;br /&gt;
Image:Brook_weirdness_2.PNG|The surroundings.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
:::It took a while to find... most brooks (and streams, and rivers) do seem to be fresh water.  I dunno, maybe it's a biome thing?  Wandering up and down stream, there were spots where it was fresh, and spots where it was stagnant.  Didn't seem to be any connection to surroundings, as the site isn't listed as separate biomes in fortress mode.  Building a fortress, there were still fresh spots and stagnant spots in roughly the same areas (though the murky pools got rearranged).  Channelling the brook tiles didn't affect it.  Adjacent channels always seem to be stagnant. --[[User:DeMatt|DeMatt]] 05:22, 30 November 2010 (UTC)&lt;br /&gt;
:::::I'm pretty sure adventure mode treats water differently than dwarf mode. We've always been able to fill waterskins from murky pools without trouble, even before the contaminants got added, but dwarves have always had a distaste for water drawn through a well over a murky pool or brook tile. Again, even before contaminants were set up, back when salt water was shown by not allowing you to designate open water as a water source area. It was based on what kind of tile the well was situated over, and simply digging one tile out from the side of a pool or brook made the water perfectly fine if drawn from that location with a well. There's a good chance that this is still the case, because if you do dig a new tile for water to flow into, it isn't exactly sitting stagnant any more, is it? I've been testing it, and yeah, it still works. And really, stagnation wouldn't make sense as a contaminant anyways, it's a lack of movement, not a material. --Kydo 03:18, 30 November 2010 (UTC)&lt;br /&gt;
::::::No... the two modes (should) have the same water.  &amp;quot;Stagnant&amp;quot; status, in bucket water, is caused by a &amp;quot;grime&amp;quot; coating on the water itself.  What generates the &amp;quot;grime&amp;quot; coating... is not clear. --[[User:DeMatt|DeMatt]] 05:22, 30 November 2010 (UTC)&lt;br /&gt;
::::::: I still can't find any evidence of this whatsoever. The latest version IS 0.31.18, right? I'm only finding stagnant water in pools. Draining the water from the pools makes it work just fine for me. The water from the river is just fine on it's own, thus far. Also, if stagnation is a contaminant, wouldn't it be listed as &amp;quot;laced with grime&amp;quot;? Also, my dwarves don't seem to be minding salty water from the well either. --Kydo 06:51, 30 November 2010 (UTC)&lt;br /&gt;
::::::Try looking at the contents of the water item - when you're looking at the bucket with the water in it, move the highlight to the stack of water (if it isn't there already) and press {{k|Enter}}. --[[User:DeMatt|DeMatt]] 08:26, 30 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Stagnant water leaves 'a pile of grime' 'a dusting of grime' etc. behind it (when it evaporates?). I guess this is why adding fresh water to a cistern that has previously had stagnant water in it results in stagnant water. I think the grime can be eliminated from dry tiles by building a floor tile and then de-constructing it (just like you can get rid of mud, murky-pool tiles etc). [[User:Ptb ptb|Ptb ptb]] 20:02, 15 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wells DO NOT clean water==&lt;br /&gt;
Look at your stocks screen under liquids. What sort of water do you have? Stagnant water, or just water? Unless you put in a grate or bars to catch the mud contaminant, you will see that you have stagnant water in your wells and all your buckets. Now go look at your injured dwarf's thoughts. Are they complaining about water quality? Yeah, the info in this article is wrong, I'm changing it.[[Special:Contributions/71.222.187.247|71.222.187.247]] 19:03, 27 November 2010 (UTC)&lt;br /&gt;
:You can't have stagnant water in a bucket. That's one of the best methods of eliminating the status of &amp;quot;stagnant&amp;quot;. Water is considered stagnant when it's sitting on a brook or murky pool tile. That is the only deciding factor. At first, I thought people were just mixing up &amp;quot;mud&amp;quot; and &amp;quot;blood&amp;quot;, but it's clearly so consistent, that there is no mistake. Also, where in the stocks page does it list water? Is it's quantity in the billion-gazillions? Now, if your well is full of ''blood'', THAT is a big difference. Blood will have an impact, as it is a genuine contaminant that will flow with water.--Kydo 06:54, 29 November 2010 (UTC)&lt;br /&gt;
:: People often go by what they &amp;quot;know to be true&amp;quot; from previous versions or things they have heard or read. I'm just reporting what I have actually seen. I had read that well clean water, so I was surprised to read the stock page and find only &amp;quot;stagnant water&amp;quot; listed in my stocks. Looking at injured dwarves, I saw they had all complained about the water quality. &lt;br /&gt;
:: I have a well which I am experimenting on, trying to make it non-stagnant. If I select the well with 't', and choose the bucket (when the well reads &amp;quot;Bucket full&amp;quot; in the 'q' menu), I can see the contents of the bucket. The contents reads as &amp;quot;stagnant water&amp;quot;. The above comment that water in a bucket cannot be stagnant is clearly false. --[[Special:Contributions/90.230.139.239|90.230.139.239]] 15:26, 9 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Look under &amp;quot;liquids&amp;quot; in the stock page. You are playing a .31 version, right? Liquids have been in the stock pages a while. You may also see other fun liquids listed, like magma, or stuff magma has melted. The quantity of water listed is usually in the dozens. Buckets seem to hold five or ten units of water. Blood will not have an impact, blood does not make water stagnant. FB blood might make dwarves sick though. However, I have determined, mud is not the contaminant that makes water stagnant. It must be an invisible contaminant. Cleaned water will still make mud. Water that has passed through a grate and picked up mud from another source is still clean. Wells will not clean water. Buckets will not clean water. This may be new behavior, but you don't have to take my word for it. Just look.&lt;br /&gt;
:Whether or not water is &amp;quot;stagnant&amp;quot; is determined by a flag set on the tile from which the water was gathered; an adjacent flag determines whether or not the water is salty. If you try to (g)et water (or fill a container with water) in Adventurer mode, it'll tell you whether the water is stagnant and/or salty, and it seems that both rivers '''and''' brooks are nonstagnant (haven't checked lakes). --[[User:Quietust|Quietust]] 21:32, 29 November 2010 (UTC)&lt;br /&gt;
::What would explain my observation that I had a well, drawing from a brook, and a liquids stock screen full of stagnant water in buckets? And when I put in a grate, I had regular water? I'm trying to test this now. I have three wells built, one from a murky pool, two from a stream, one of which has a grate. I've forbidden two of them for now, to test the last one,  but it is surprisingly difficult to get blood on the floor the first season. Chasing mountain goats all over the screen did not help.  I have some cage traps set up outside and am waiting for a sacrificial test subject to bring underground and kill with my &amp;quot;military.&amp;quot; I suppose I could embark without any booze... [[User:GhostDwemer|GhostDwemer]] 21:52, 29 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Through a stairway or ramp==&lt;br /&gt;
&lt;br /&gt;
Is this confirmed? I've built a well over a downward ramp and it seems to be working fine. [[User:Haruspex Pariah|Haruspex Pariah]] 02:04, 15 April 2010 (UTC)&lt;br /&gt;
:Just confirmed that it works through a ramp, but not through a stairwell --[[User:Kuroneko|Kuroneko]] 02:49, 15 April 2010 (UTC)&lt;br /&gt;
::When you say it works ''through'' a ramp, do you mean it can reach the bottom part of the ramp through the top one, or do you mean it can reach below the bottom part of the ramp? [[User:VengefulDonut|VengefulDonut]] 03:27, 15 April 2010 (UTC)&lt;br /&gt;
:::I don't really understand your question, but where the ramp points upward it is sharing space with the water source. The source is only a square deep. [[User:Haruspex Pariah|Haruspex Pariah]] 03:33, 15 April 2010 (UTC)&lt;br /&gt;
::::Yes, the tile above a ramp counts as open space.  You can build wells, grates, hatches etc on downward ramps, even if there's water below.&lt;br /&gt;
:::::Yes, a well will work over top of a ramp. Ramps act like an empty tile with a special function applied. So if all you have is a hole in the ground with a ramp in it, full of water, the well will still work there. But because a ramp requires ground to be built upon, you can't dig out anywhere below said ramp, so you can't exactly have much of a reservoir if you do that. Basically all it means is that having a ramp at the bottom of your well does nothing to the functionality of a well. But staircases still interrupt functionality should they be at or above the water level. --Kydo 15:05, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Can creatures come up through wells? ==&lt;br /&gt;
&lt;br /&gt;
I've just created a fortress the bowels of a cavern - the only way to make a well would be to siphon some water from the bottom of it.. I don't want any Giant Olm's or anything rushing up through my well :P What I'll do for now is place some bars in the tunnel that leads under the well to the water. But for future reference, can anyone tell me if a creature has ever come up through their well?&lt;br /&gt;
:Yes, it can happen, but only under certain circumstances. If you put two sets of bars or two fortifications in the passage, that'll stop creatures from getting into your reservoir. Mind you, if you use a pump/stack, you won't need to worry about that. As for creatures getting out of the wells, I've never had that happen in any of my fortresses. I'm certain it's possible if your well has a staircxase or some other escape method and an amphibious creature from the deeps or some zombified fish got in, but I've never done anything that would allow such things access to my well. And the water level in my wells is rarely right to the top. (That cuts it too close, as far as flooding potential goes, in my mind) --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: At least as of .12 and later, bars, grates, and fortifications all turn the well to 'Dry'. Probably because they all block the bucket. Also, a pumpstack isn't feasible if your ground water is an expanse below many z-levels of open space. [[User:Uzu Bash|Uzu Bash]] 02:40, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I meant in the filling passage, the aqueduct, leading to the well. Not inside the well itself. Look, just go to my user page and look at the work I'm doing on the well guide. You'll see what I mean. --Kydo 07:24, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::: I see. Well, the simple question: can creatures come up the well? Simple answer: yes. If you can block access to the well's source, it won't be a problem, but if that's not possible, or not immediately feasible, then the well shaft is an easy access for flying creatures. [[User:Uzu Bash|Uzu Bash]] 18:31, 16 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-freezing wells? ==&lt;br /&gt;
How do you make a well so that it doesn't freeze in winter?&lt;br /&gt;
:You put it underground. Also, '''sign your comments'''. --[[User:Quietust|Quietust]] 02:07, 8 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verified Well Fishers ==&lt;br /&gt;
&lt;br /&gt;
Because a well is not an obstructing object, it's possible to designate a well as a fishing zone. The game basically reads it as a fancy hole in the ground full of water. Fisherdwarves can and will fish from a well, which could be a good thing if the well is over some underground water source. However, the water level must be right up under the well, or the available tiles for fishing will be reduced to 0. --Kydo 15:04, 13 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Muddy water from a well. ==&lt;br /&gt;
&lt;br /&gt;
I had a well built about 100 levels above 1 level-deep underground pools and the water from these was always &amp;quot;muddy&amp;quot; when used to clean hospital patients (It was muddy already in the bucket on its &amp;lt;s&amp;gt;long&amp;lt;/s&amp;gt; you-may-die-of-thirst-waiting-long way up). Water from a 2 levels-deep water source was never &amp;quot;muddy&amp;quot;. It may be related to &amp;quot;muddy floor&amp;quot; of the tile the bucket reaches to fill with water. It may have a minor effect on thirsty dwarven thoughts and infection chances. Some dedicated experiments may clarify this more.--[[User:Another|Another]] 17:50, 16 October 2010 (UTC)&lt;br /&gt;
: Well, a 100 level drop was really difficult to pull off before. It only makes sense there'd be some weirdness when the distance itself gets weirdly long. I'm building a fortress full of example and tutorial wells right now, to illustrate the step-by-step guides, so I guess I'll see what comes of this. Though I need more clarification. Wells only care about the tile of water DIRECTLY underneath themselves. As far as I know, a floor covered in water can't be muddy. It's either dry, covered in water, or muddy, I don't think I've ever seen those states overlap. Because there can't be any floor between the water and the well opening, I can't see how floor tiles would cause a change in the water itself. Maybe it is just the distance itself, as you said. --Kydo 07:28, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verifying Happy Thoughts ==&lt;br /&gt;
Dwarves always think happy thoughts for well-crafted goods, no matter what they are. The thought is ''&amp;quot;(dwarf name) recently admired a (quality eg &amp;quot;Fine&amp;quot;) well lately&amp;quot;'' --[[KingAuggie]]&lt;br /&gt;
&lt;br /&gt;
== Verifying &amp;quot;Never Booze&amp;quot; and desalination ==&lt;br /&gt;
&lt;br /&gt;
Recuperating dwarves will never drink alcohol, because other dwarves will never haul the alcohol to them. Until dwarves nolonger drink directly from the barrel in it's stockpile, recuperating dwarves will simply be unable to drink booze, because they can't walk to it. They stay in bed and recuperate. Or just stay in bed. --Kydo 07:32, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also verifying well desalination. Went to a saltwater ocean (It warns you on embark) with an aquifer. Tried to make an area, to see if the water could be used as a water source. It could not. It was definitely salt water. Built a well over that water without changing ANYTHING. Well reads as active. Locked all alcohol in a vault, (Dwarves will still drink forbidden alcohol!) dwarves drank out of the well with no unhappy thought. Also worked with the aquifer when I dug into it. Wells make water saltiness irrelevant. This is probably still as much of a glitch as before, but I'm adding it to the reasons for building a well in the well guide. --Kydo 08:15, 17 October 2010 (UTC)&lt;br /&gt;
::Regarding dwarfs drinking forbidden alcohol: did you forbid the barrel or the alcohol inside? Forbidding a barrel will not stop dwarfs from drinking or eating what is inside. It's the same with other containers. --[[User:Hermano|Hermano]] 15:47, 17 October 2010 (UTC)&lt;br /&gt;
:::I forbade both the barrel and the alcohol inside. They'd still drink it. And then I forgot to unforbid it when I told them to haul it underground, and they wouldn't do that. It was actually rather a pain in the butt, and I could have avoided it entirely if I'd just not started with any alcohol. Not like I started the fortress to actually PLAY it... --Kydo 19:22, 17 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grates do not stop water from being stagnant. ==&lt;br /&gt;
&lt;br /&gt;
I just spent some time blocking off the inlet of my well with wall grates, and I also dug the watered tile under the well 1 z-level deeper and put a floor grate so that the well would not draw from the lowest tile. All the water in my fortress is still stagnant. It does not seem realistic that a grate would magically make water not-stagnant, but I tried it because the wiki page said it would.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 18:10, 9 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ok, I'm removing the misinformation about grates before someone else wastes their time trying to make their water not stagnant. --[[Special:Contributions/96.248.39.87|96.248.39.87]] 13:21, 10 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== I'm going to do an experiment to see if this stops stagnant water ==&lt;br /&gt;
&lt;br /&gt;
People keep saying that if the water is moving(ie from a river or brook) water will not be stagnant. Usually when I design my well system, I dig directly into the river and I just let it constantly keep my reservoir full that way, but I can see how that once it fills up that the water doesn't &amp;quot;move&amp;quot; anymore. I have tried building and exit and an entrance for the water, but it was connected to the same river, and each side ends up becoming an &amp;quot;entrance&amp;quot; and meeting somewhere near my reservoir. I'm going to do try this same type of infrastructure, except this time I am going to have the water exit the map by carving a fortification at the edge of the map. &lt;br /&gt;
&lt;br /&gt;
That should keep the water flowing. I hope it works, I can not bare the thought that my sickly dwarves are drinking bad water =( &lt;br /&gt;
--[[User:Mateo|Mateo]] 22:01, 12 December 2010 (UTC)&lt;br /&gt;
: It did not make the water non-stagnant, I think however, that the biome that I am in is considered a swamp, and that makes the river stagnant even though its not touching the swamps at all.--[[User:Mateo|Mateo]] 23:45, 17 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mud laced water? ==&lt;br /&gt;
&lt;br /&gt;
Examining a bucket of water taken from a stagnant water source will show it as carrying stagnant water coated with grime.  However, examining a bucket of water taken from a 1 z-level cistern with a muddy floor does '''not''' show anything about &amp;quot;laced with mud&amp;quot;.  Is &amp;quot;laced with mud&amp;quot; an invisible flag? -- [[User:Khym Chanur|Khym Chanur]] 08:05, 11 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175310</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175310"/>
		<updated>2012-07-14T05:49:03Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Strange moods  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange moods ==&lt;br /&gt;
&lt;br /&gt;
20 dwarves, including children and babies, may be the magic number for strange moods happening.  I usually have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. Invasions, sieges and thieves occur even if you don't reach 20 dwarves. [[User:Ptb ptb|Ptb ptb]] 05:49, 14 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreasonably large migrant waves ==&lt;br /&gt;
&lt;br /&gt;
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Stockpile&amp;diff=175296</id>
		<title>v0.34 Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Stockpile&amp;diff=175296"/>
		<updated>2012-07-13T20:16:45Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Max Wheelbarrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just noticing this, the wiki still says that stockpiles can only have one stockpile taking from them, however this is not the case. I currently have in my fort setup an output stockpile for charcoal from my wood furnace, that feeds the individual stockpiles for two smelters, three forges, a kiln, and a glass furnace. Likewise I have another output stockpile, from another furnace, that feeds the input stockpiles of two asherys, one for making potash and another for making lye for soap. I think it needs to be corrected but I'm not sure the best way to go about it.&lt;br /&gt;
&lt;br /&gt;
-- Brandeis&lt;br /&gt;
&lt;br /&gt;
== Max wheelbarrow ==&lt;br /&gt;
&lt;br /&gt;
Another feature of the stockpile system, max wheelbarrow allows the player to control the amount of wheelbarrows that are allowed to access the stockpile. It can be set to 0, 1, 2, or 3. If set to 0, the stockpile will generate jobs for each item that needs to be placed in it all at once. If it is set to non-0 &amp;lt;b&amp;gt;and a wheelbarrow is available&amp;lt;/b&amp;gt;, then it will only generate up to the number of wheelbarrows of jobs.&lt;br /&gt;
&lt;br /&gt;
Suggested change. [[User:Ptb ptb|Ptb ptb]] 20:16, 13 July 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175295</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175295"/>
		<updated>2012-07-13T19:55:20Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Strange moods and monster attacks / invasions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange moods and monster attacks / invasions ==&lt;br /&gt;
&lt;br /&gt;
It seems that these only occur after you have a population of 20+ _including_ children and babies.  Note that I pretty much always have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. I also don't know if _reducing_ your population below the limit after it is reached will stop these events (but I suspect it doesn't). [[User:Ptb ptb|Ptb ptb]] 12:55, 13 July 2012 (UTC)&lt;br /&gt;
* Reducing population to 19 after reaching 22 does not prevent sieges. ('The Dead Walk' event). I don't know if not reaching 20 in the first place would have prevented siege events. [[User:Ptb ptb|Ptb ptb]] 15:53, 13 July 2012 (UTC)&lt;br /&gt;
* Pop under 20 doesn't stop thieves. [[User:Ptb ptb|Ptb ptb]] 19:55, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreasonably large migrant waves ==&lt;br /&gt;
&lt;br /&gt;
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175279</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175279"/>
		<updated>2012-07-13T15:53:05Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Strange moods and monster attacks / invasions / thieves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange moods and monster attacks / invasions / thieves ==&lt;br /&gt;
&lt;br /&gt;
It seems that these only occur after you have a population of 20+ _including_ children and babies.  Note that I pretty much always have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. I also don't know if _reducing_ your population below the limit after it is reached will stop these events (but I suspect it doesn't). [[User:Ptb ptb|Ptb ptb]] 12:55, 13 July 2012 (UTC)&lt;br /&gt;
* Reducing population to 19 after reaching 22 does not prevent sieges. ('The Dead Walk' event). I don't know if not reaching 20 in the first place would have prevented siege events. [[User:Ptb ptb|Ptb ptb]] 15:53, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreasonably large migrant waves ==&lt;br /&gt;
&lt;br /&gt;
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175271</id>
		<title>v0.34 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Immigration&amp;diff=175271"/>
		<updated>2012-07-13T12:55:18Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /*population vs strange moods and monster attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strange moods and monster attacks / invasions / thieves ==&lt;br /&gt;
&lt;br /&gt;
It seems that these only occur after you have a population of 20+ _including_ children and babies.  Note that I pretty much always have a population of twenty plus after the first two hard-coded migrant waves so it is possible that the limiting factor is actually fixed to those, not the population as such. I also don't know if _reducing_ your population below the limit after it is reached will stop these events (but I suspect it doesn't). [[User:Ptb ptb|Ptb ptb]] 12:55, 13 July 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Multiple Immigrations First Year ==&lt;br /&gt;
&lt;br /&gt;
I got two immigration waves, one of 12 dwarves, and one of eight dwarves, the first year of establishing the fortress, before the first caravan came. Has this happened to anybody else?&lt;br /&gt;
:Yes, you currently seem to always recieve two migrant waves before the first caravan. These are unavoidable, even with a pop cap set to 0. Very frustrating.&lt;br /&gt;
::worse if you don't have a depot and the merchant (and his wagon/donkey whatever) kills himself in craziness, the immigration will be extreme. btw sign with 4 ~'s[[Special:Contributions/98.134.191.123|98.134.191.123]] 23:12, 20 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Drawbacks to killing an Immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know the exact drawbacks to killing an immigrant wave? Will there be multiple ghosts roaming my fort if I say, let them all die to a siege before they reach my fort?&lt;br /&gt;
--[[User:Dissimulation|Dissimulation]] 10:56, 31 May 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's one of the big drawbacks, yes. Depending on how many coffins or memorials you can make, culling migrants might become more of a hassle than just expanding your ability to feed and house them. Aside from being up to your eyeballs in ghosts, I don't know if it would affect future migrant waves or cause any other drawbacks. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Trader&amp;quot; Strangers coming with immigrant wave ==&lt;br /&gt;
&lt;br /&gt;
Since Version 30.10 I have noticed a bug. I guess it´s a bug: There are immigration waves as usual, but some migrants (usually 2 of about 10) are &amp;quot;Traders&amp;quot;. These Traders are displayed with the symbol of stranger Dwarf (like dwarfen merchants in purple). These dwarfs are not commandable, like if they were real merchants. In the units screen they are shown in &amp;quot;Other&amp;quot; as friendly. When they enter the screen with a wave, they blink with &amp;quot;X&amp;quot; and don´t move. The wave stops imidialy, as the way, they enter the map is blocked. After a while they move randomly around and the imigration wave continues.&lt;br /&gt;
These Traders do not go into my fortress. They stay where they are and keep running around randomly form time to time. Now a interesting fact: As soon as Merchants come (Tested with Human and Dwarven merchants), they run to my Trade Depot and leave with the Merchants.&lt;br /&gt;
&lt;br /&gt;
My Question is: Has anybody observed that? Has anybody information feedback for me? -- [[Special:Contributions/81.217.58.127|81.217.58.127]] 17:50, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This is {{Bug|5098}}: &amp;quot;Friendly&amp;quot; migrants with Trader profession act like on-the-job merchants&lt;br /&gt;
:Basically, migrants that were caravan traders to your fort earlier are not properly unmarked as merchants.  See that bug entry for more details.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:34, 1 June 2012 (UTC)&lt;br /&gt;
::I added info on that bug and two other immigration bugs to the article.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 22:48, 1 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minimum population discovered at which POPULATION_CAP is ignored ==&lt;br /&gt;
&lt;br /&gt;
Recent science (34.07) [http://www.bay12forums.com/smf/index.php?topic=110457.0] shows that below a minimum population of 4, POPULATION_CAP is ignored.  I have altered the sentence that refered to a minimum population of 10.  Finn&lt;br /&gt;
&lt;br /&gt;
== All combat migrants ==&lt;br /&gt;
&lt;br /&gt;
In a new fort I started, every single migrant is competent in a random weapon skill and novice in a few other combat skills, with a couple of low-level civilian skills on the side.  Out of about 60 migrants, only one has broken this pattern, who was accomplished in his weapon skill.  Has anyone else had any kind of migrant skills pattern?  Is my civilization just really warlike?  They do happen to be in an actual war with the goblins, unlike the normal level of conflict.  Perhaps skills aren't as randomized as we thought. [[User:OrangePikmin|OrangePikmin]] 05:14, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You're probably just embarking in the middle of or right after a large war. [[User:Putnam3145|Putnam3145]] 07:52, 21 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well like I said I was at war, but I didn't see anything about this in the page.  Seems like if it's common knowledge it should be on the wiki somewhere. [[User:OrangePikmin|OrangePikmin]] 19:26, 22 June 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unreasonably large migrant waves ==&lt;br /&gt;
&lt;br /&gt;
My last couple fortresses have had some abnormally large migrant waves. Usually the first two waves have been in excess of 20 each time, despite the stated maximum being only 10. This does happen to be a world where I did a bit of modding, but none of my edits to the RAWs pertain to dwarves or migrants. --[[Special:Contributions/24.155.14.194|24.155.14.194]] 16:58, 24 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=175246</id>
		<title>v0.34:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Strange_mood&amp;diff=175246"/>
		<updated>2012-07-12T15:46:01Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Overview */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:25, 4 May 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.&lt;br /&gt;
&lt;br /&gt;
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.  The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
A fey dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
A secretive dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf's happiness is automatically set to 'quite content'.&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that is muttering nonsense has already gathered everything it needs&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf (bonus if its a noble), drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death.  If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are a common request in moods and are only produced from preparing raw [[turtle]]s, [[mussel]]s, [[oyster]]s, or [[cave lobster]]s at a fishery. That is, you must be able to fish them at your site - there is no way of trading for them, since traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Version 0.31.12 and beyond should have much fewer shell requests.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.&lt;br /&gt;
* The following can happen (v .31.12) &amp;quot;OVERWROTE JOB: Strange Mood BY Starting Fist Fight&amp;quot;.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0;topicseen]&lt;br /&gt;
* The item to be built is not set at the beginning of the mood.  Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact. If you want to receive artifact adamantine breastplate, make sure to have adamantine nearby and forbid/move away any other materials. You can reload the artifact creating process, even after the dwarf has gathered most of components by forbidding the claimed items. If other items of that type are available, dwarf will immediately switch to them.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* There are bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. Bug tracker: [http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php]&lt;br /&gt;
* Moody Dwarves don't respect burrows when grabbing a workshop, but DO when looking for items. If his claimed workshop is outside his assigned burrow, the dwarf will continue to grab materials until all materials of the needed type are exhausted within his assigned burrow, this is similar to the [[Main:Planepacked|Planepacked]] glitch.&lt;br /&gt;
* If a dwarf dies because of failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be.&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete. The dwarf may well need several items of one material!  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, occasionally a hint shown for only 2 seconds will require more than one item to fulfill it; this behavior seems to occur mainly (only?) with the primary material (the base material of the artifact, and the first item gathered).{{Verify}} Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of valuable materials instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work - moody [[metalsmith]]s will occasionally insist on a specific type of metal with which to make their artifact, and forbidding other metals to force them to use a more valuable material will simply cause them to sit in the workshop until you give them what they want. This metal is usually the one listed in their Thoughts and Preferences page as their favorite metal.  Weaponsmiths and armorers are likely to insist on adamantine wafers should any exist in your fortress, forbidden or not, regardless of the particular dwarf's preferences{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over moody dwarf's material usage. Simply by creating a burrow around claimed workshop and another part over desired material, moody dwarf can be controlled without forbidding every single stone in fortress. A moody dwarf will follow the burrow-definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]{{verify}}&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]{{verify}}&lt;br /&gt;
| shells&lt;br /&gt;
| shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]], possibly [[Skull]], [[Horn]], [[Ivory]] &lt;br /&gt;
| body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding &amp;quot;Yes. I need &amp;lt;item&amp;gt;.&amp;quot; instead of screaming &amp;quot;I must have &amp;lt;item&amp;gt;!&amp;quot;). They may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items such as [[skull]]s or vermin [[remains]].&lt;br /&gt;
&lt;br /&gt;
Related to the above behavior, moody dwarves demanding rock blocks will also accept blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
Moody metalworkers may occasionally require a specific type of metal as their artifact's primary material - for secretive moods and possessions, take a look at the dwarf's material preferences to see which metal the dwarf wants to use.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey - &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive - &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed - &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre - &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell - &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
''note:'' moody dwarves may also use materials that are restricted by culture (intelligent creature parts):&lt;br /&gt;
a '''POSSESSED''' dwarf claimed a craftsdwarf workshop then collected the '''right upper arm bone of a goblin warrior''' (dead obviously) as the first ingredient of his work.&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible dwarves ''(see below)''.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;  Mined-out rock '''does''' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square).  Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - actually the sum of all items by type '''and''' by type+subtype+material, divided by 200.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Custom profession labels|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession.  Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.  &lt;br /&gt;
&lt;br /&gt;
Dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; '''cannot''' enter moods.  Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time, so soldiers '''can''' enter moods if they are ''off duty'' and thus in Civilian mode. Babies may '''not''' enter moods.&lt;br /&gt;
&lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood...&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' - Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Building designer|Architect]], [[Soldier#Recruits|Recruit]] and [[Child]] '''are''' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery.  The odds are assigned a higher or lower weight based on the dwarf's [[profession]].  The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarves getting 6 tickets to the lottery, and others getting more.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Mason, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, &amp;amp; all other [[profession]]s (including Peasant).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them.  That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24.  The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession is from a moodable skill.  A Soaper, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.&lt;br /&gt;
&lt;br /&gt;
:NOTE: ''If your game was saved shortly before one of your dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''&lt;br /&gt;
&lt;br /&gt;
=== Skills and workshops ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] (or [[Metalsmith's forge]])&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| Anyone Else&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, &amp;quot;legendary+1&amp;quot; or higher, depending on the dwarf's initial skill level).  The table to the right describes all applicable skills and their potential workshop requirements - there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
[[Weaponsmith]], [[Armorsmith]], [[Bowyer]], [[Leatherworker]], [[Clothier]], and [[Mechanic]] are the only skills that provide a uniquely beneficial item other than an extremely valuable trinket or piece of furniture.  Note that artifact furniture is useful for increasing [[room value]].&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest moodable skill.  Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms. Artifact weapons in [[Trap components|weapon trap]]s can also boost a room's value considerably, as in the case of artifact trap components and mechanisms.&lt;br /&gt;
&lt;br /&gt;
Unless the mood was a Possession, the dwarf will gain 20,000 points of [[experience]] in the skill used to produce the artifact, enough to boost them to Legendary.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175245</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=175245"/>
		<updated>2012-07-12T15:44:40Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liaison]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and you must have more than 10 dwarves {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you may{{Verify}} need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all. {{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Other bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants), and then wander around randomly, unable to be assigned labors. {{Bug|5098}}&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Wagon&amp;diff=174732</id>
		<title>v0.34:Wagon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Wagon&amp;diff=174732"/>
		<updated>2012-07-03T15:52:17Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: Add note about murky pool blocking wagon access.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:27, 28 April 2011 (UTC)}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{creaturelookup/0|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)''&lt;br /&gt;
----&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
&lt;br /&gt;
'''Wagons''' are special creatures used by [[caravan]]s. Both [[Human]]s and [[Dwarf|dwarves]] are meant to send wagons with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass) or upward or downward [[stair]]s, though wagons can move across downward stairs covered by a [[hatch cover]].  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[Hatch cover|hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.  ('''Note:''' [[Trap]]s and [[pressure plate]]s are no longer passable for wagons as of v0.34.08 {{Bug|5927}}.) A drained [[murky pool]] tile will block trade depot access. Paving over the tile then removing the road/floor will remove the 'Murky Pool' tag and allow wagons to cross it.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|2:2:1}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|2:2:1}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked. Note that caravans will always prefer to enter the map at a wagon-accessible point if one exists, so this can also be used for Elven caravans as well.&lt;br /&gt;
&lt;br /&gt;
Note that wagons use different rules for movement on ramps - namely, they are able to ascend a ramp to a raised floor over empty space, but cannot cross the line of ramps while remaining at the same level.  With some careful design it is possible to make bridges that control depot accessibility without actually allowing anything to cross them, or paths that can be traversed only by wagons but not dwarves or ''vice versa''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*It's possible for a dwarf to have a preference for &amp;quot;wagon wood&amp;quot;.{{Bug|3676}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=174168</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=174168"/>
		<updated>2012-07-01T14:16:41Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Limiting/preventing immigration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[DF2012:Liaison|liason]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and you must have more than 10 dwarves {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you may need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all. {{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Other bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants), and then wander around randomly, unable to be assigned labors. {{Bug|5098}}&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=174167</id>
		<title>v0.34:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Immigration&amp;diff=174167"/>
		<updated>2012-07-01T14:15:27Z</updated>

		<summary type="html">&lt;p&gt;Ptb ptb: /* Limiting/preventing immigration */ Re-word for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:11, 20 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Immigration can occur at any time once per season. Smaller migrant waves of 2 to 10 seem typical in early seasons, followed by a large wave in the low double digits in the second Spring, one year after embark.  It may be the case that the first 2 migrant waves are special and possibly generated out of thin air, like all waves used to be. Even if your parent civilization is extinct, two waves will still show up. Each group of migrants will often include domestic animals, either as a pet or unclaimed livestock. Be prepared with adequate [[food]], [[alcohol|drink]], and [[bed]]s, among other things.  Max wave size reported to date is 77.&amp;lt;sup&amp;gt;[http://www.reddit.com/r/dwarffortress/comments/q580c/hole_shit/ Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migrants will have skills that match your fortress' needs: Migrants with skills your fortress uses a lot or skills that your fortress doesn't have at all are more likely to show up at your gates. Important skills (mining, food production and basic crafting according to Toady) are weighed more heavily than other skills.&amp;lt;sup&amp;gt;[http://www.bay12games.com/media/Dwarf_Fortress_Talk_12.mp3 Source]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Migration waves are generally a good thing-- if you're prepared for them.&lt;br /&gt;
&lt;br /&gt;
== Labor preference bug ==&lt;br /&gt;
&lt;br /&gt;
Each migrant can arrive with a wide collection of often unrelated skills, far greater than possible with one of the [[starting build|starting 7 dwarves]], and [[experience]] levels as high as Legendary.&lt;br /&gt;
Any and all skills might be represented, including obscure military skills (like [[blowgunner]]), high levels of one or more [[social skill]]s, [[crutch walker]], [[concentration]] and others. It's even possible to have dwarves with skills that may not be obtainable by other means, like [[military tactics]] or [[tracker|tracking]].&lt;br /&gt;
&lt;br /&gt;
Immigrants may have high skills in certain [[labor|labors]] without actually having them enabled in their labor preferences. This leads to dwarves either doing jobs from an area they are not labeled for or no work at all. For example, an adequate cheese maker (with the cheese making labor turned on) may also have the skill bone carving on &amp;quot;high master&amp;quot;, albeit turned off in his preferences. The dwarf in question is listed as a bone carver on screen and in the [[status]] tab, but will only perform the cheese making labor. Individually checking each immigrant for skills and labor preferences is the only workaround so far. But the use of programs such as [[utilities|Dwarf Therapist]] can greatly decrease the time taken to check each dwarf's skills.&lt;br /&gt;
&lt;br /&gt;
As of v34.04, migrants may arrive with all labors except hauling, cleaning, recovering wounded, and caring for wounded disabled, depending on the settings one has entered into data/[[init.txt]].&lt;br /&gt;
&lt;br /&gt;
== Historical migrants ==&lt;br /&gt;
&lt;br /&gt;
Some immigrants are [[legends|historical]] figures.  These immigrants come to your fortress with skills representing their history, and may come to your fortress with wounds they have suffered during [[world generation]].  Immigrants may even be [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
==Limiting/preventing immigration==&lt;br /&gt;
If the fortress population exceeds the population cap when the dwarven [[liason]] is visiting he will note that you don't want any more dwarves. On his safe return to the dwarven homeland he then will see that no migrants are sent that year. So you can stop immigration by setting the POPULATION_CAP option in [[d_init.txt]] to a number lower than your current population, the change will only take effect after the dwarven caravan visits so you may get up to three waves of migrants before the change takes effect.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
The first two immigrant waves are hardcoded so you will always receive them, and you must have more than 10 dwarves {{Verify}}. The number of migrants depends on the [[wealth|created wealth]] of your fortress and so is affected by your dwarves activities. Note that if your fortress should ever become a mountainhome, you will receive an additional migration wave with the promotion, regardless of your population cap. The number of migrants is not affected by how far below the population cap your fortress was. One dwarf short, or twenty - it's all the same.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you may need a certain minimum population size before any of your dwarves will experience [[strange mood]]s.  Additionally, POPULATION_CAP still allows babies to be born. You will need to alter BABY_CAP in order to change it.&lt;br /&gt;
&lt;br /&gt;
There is an open bug where it seems that for some people POPULATION_CAP doesn't work at all. {{Verify}}{{Bug|2922}}&lt;br /&gt;
&lt;br /&gt;
==Immigration mechanics==&lt;br /&gt;
The date on which immigrants appear in a season seems to be fixed at the start of that season, but the number of immigrants and their skills are determined when the migrant wave arrives.&lt;br /&gt;
&lt;br /&gt;
There is never a migration in the first winter.  There won't even be a {{DFtext|The fortress attracted no migrants this season|DarkGoldenRod}} message.&lt;br /&gt;
&lt;br /&gt;
==Migrant wave sizes==&lt;br /&gt;
The first two migrant waves have a minimum size of 2 and a maximum size of 10.  The size of these waves are unaffected by fortress wealth.&lt;br /&gt;
&lt;br /&gt;
The third migrant wave and on are influenced by the [[wealth|created wealth]] of the fortress, with more wealth attracting more immigrants (more research is needed to determine specifics).  Specifically, they're influenced by the fortress wealth as reported by the last outgoing dwarven [[caravan]].  Wealth created after the caravan leaves has no influence until the next year's caravan leaves.  If the caravan fails to make it out then the fortress' wealth is not reported. The dwarven [[liaison]] does not report on fortress wealth, in those circumstances where the liaison makes it out but the caravan doesn't.&lt;br /&gt;
&lt;br /&gt;
Imported wealth, caravan sales figures, absolute caravan profit and caravan profit margin either have no effect on migration numbers, or only have an effect by applying a percent modification to the numbers driven by created wealth.  If a fortress manages to [[trading|trade]] (not offer) away 100% of its created wealth then no immigrants will come the next season.  More research is needed to determine if the aforementioned statistics have any influence on migration numbers.&lt;br /&gt;
&lt;br /&gt;
==Other bugs==&lt;br /&gt;
If any migrants to your fort were formerly traders or soldiers with a trade caravan, then they will be marked as a &amp;quot;friendly&amp;quot; Trader, stand around at the map edge for a while (blocking the rest of the migrants), and then wander around randomly, unable to be assigned labors. {{Bug|5098}}&lt;br /&gt;
&lt;br /&gt;
Also, some migrants will be incorrectly listed as babies or children, when they are not in the expected age range for those categories.  This will automatically fix itself when they have their next birthday.  Some baby migrants may have future birth dates. {{Bug|3945}}&lt;/div&gt;</summary>
		<author><name>Ptb ptb</name></author>
	</entry>
</feed>