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	<updated>2026-06-05T06:57:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=178568</id>
		<title>v0.34 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Pet&amp;diff=178568"/>
		<updated>2012-11-08T12:20:18Z</updated>

		<summary type="html">&lt;p&gt;Pushy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first part of the article says: &amp;quot;...being fed by their owners if they are grazers...&amp;quot;, but there is also the statement: &amp;quot;...and the fact that owners will not specifically feed their pets...&amp;quot;. Does the owner of a grazing pet feed it, or does it have to be pastured?&lt;br /&gt;
: If a pet becomes hungry then a job is definitely generated for their owner to feed them. This job is only assigned to the pet's owner, not to any idle dwarf. I assume that the job is only generated once the pet is hungry (similar to &amp;quot;give water&amp;quot; jobs being generated when dwarves are thirsty) but am not confident enough on the details to edit the article. [[User:Pushy|Pushy]] 12:20, 8 November 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Inorganic_material_definition_token&amp;diff=128788</id>
		<title>v0.31:Inorganic material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Inorganic_material_definition_token&amp;diff=128788"/>
		<updated>2010-10-05T15:34:36Z</updated>

		<summary type="html">&lt;p&gt;Pushy: Adding in undiggable tag which was introduced in 31.14 as a bug-fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in inorganic material definitions, generally those for stones, gems, and metals.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|[METAL_ORE:metal:chance]||Allows the ore to be {{L|smelter|smelted}} into metal. Multiple tokens allow multiple types of metal to be smelted from a single ore.&lt;br /&gt;
|-&lt;br /&gt;
|[THREAD_METAL:metal:chance]||Allows strands to be extracted from the metal at a {{L|craftsdwarf's workshop}}.&lt;br /&gt;
|-&lt;br /&gt;
|[DEEP_SURFACE]||Causes the stone to line the landscape of {{L|Hell}}. Used for {{L|slade}}.&lt;br /&gt;
|-&lt;br /&gt;
|[DEEP_SPECIAL]||Causes the stone to form hollow tubes leading to Hell. Used for {{L|raw adamantine}}&lt;br /&gt;
|-&lt;br /&gt;
|[AQUIFER]||Allows the stone to support an {{L|aquifer}}.&lt;br /&gt;
|-&lt;br /&gt;
|[METAMORPHIC]||Classifies the stone as a {{L|metamorphic layer}}.&lt;br /&gt;
|-&lt;br /&gt;
|[SEDIMENTARY]||Classifies the stone as a {{L|sedimentary layer}}.&lt;br /&gt;
|-&lt;br /&gt;
|[SOIL]||Classifies the material as a {{L|soil}} layer, allowing it to appear in (almost) any biome. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
|[SOIL_OCEAN]||Classifies the material as a {{L|soil|pelagic sediment}} layer. Mining is faster and produces no stones.&lt;br /&gt;
|-&lt;br /&gt;
|[SOIL_SAND]||Classifies the material as a {{L|sand}} layer, allowing it to appear in {{L|sand desert}}s and {{L|ocean}}s. Mining is faster and produces no stones. Sand layers can also be used used for making {{L|glass}}. Can be combined with [SOIL].&lt;br /&gt;
|-&lt;br /&gt;
|[SEDIMENTARY_OCEAN_SHALLOW]||Allows an already [SEDIMENTARY] stone layer to appear underneath shallow ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
|[SEDIMENTARY_OCEAN_DEEP]||Allows an already [SEDIMENTARY] stone layer to appear underneath deep ocean regions.&lt;br /&gt;
|-&lt;br /&gt;
|[IGNEOUS_INTRUSIVE]||Classifies the stone as an {{L|igneous intrusive layer}}.&lt;br /&gt;
|-&lt;br /&gt;
|[IGNEOUS_EXTRUSIVE]||Classifies the stone as an {{L|igneous extrusive layer}}.&lt;br /&gt;
|-&lt;br /&gt;
|[ENVIRONMENT:class:type:freq]||Specifies what types of layers will contain this mineral. See below.&lt;br /&gt;
|-&lt;br /&gt;
|[ENVIRONMENT_SPEC:stone:type:freq]||Specifies which specific minerals will contain this mineral. See below.&lt;br /&gt;
|-&lt;br /&gt;
|[LAVA]||Causes the stone to line the edges of {{L|magma}} pools and volcanoes, and causes the stone to be formed when {{L|water}} and {{L|magma}} are mixed.&lt;br /&gt;
|-&lt;br /&gt;
|[WAFERS]||Used on metals, causes the metal to be made into wafers instead of {{L|bar}}s.&lt;br /&gt;
|-&lt;br /&gt;
|[UNDIGGABLE]||Prevents the stone from being mined out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==ENVIROMENT and ENVIRONMENT_SPEC==&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
* [ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** Class may be ALL_STONE, IGNEOUS_ALL, SOIL, SOIL_OCEAN, SOIL_SAND, METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, or ALLUVIAL.&lt;br /&gt;
*** ALL_STONE is equivalent to METAMORPHIC, SEDIMENTARY, IGNEOUS_INTRUSIVE, IGNEOUS_EXTRUSIVE, and ALLUVIAL.&lt;br /&gt;
*** IGNEOUS_ALL is equivalent to IGNEOUS_INTRUSIVE and IGNEOUS_EXTRUSIVE.&lt;br /&gt;
* [ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128622</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=128622"/>
		<updated>2010-10-02T20:33:33Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Bugs */ Removing presumed erroneous 'bug'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:46, 22 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|bone|Bones}}, {{L|skull|skulls}}, and {{L|shell|shells}} are also stored here, whether they be from defeated enemies or raw food processing. If left outdoors, these will randomly disappear, but will remain indefinitely if stored indoors, currently{{version|0.31.03}} you cannot create refuse piles that will only store {{L|bone|bones}}, {{L|skull|skulls}}, and {{L|shell|shells}}.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad {{L|thought}} for the creator. Keep valuable artifacts safe from {{L|thief|thieves}} in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*The taking from stockpile function is currently bugged.{{version|0.31.03}} Fixed. {{version|0.31.07}}&lt;br /&gt;
*Refuse outside your fort will no longer disappear.{{version|0.31.03}} Fixed. {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=127478</id>
		<title>v0.31:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cage&amp;diff=127478"/>
		<updated>2010-09-12T22:31:15Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Bugs */ Animals do age in cages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Cage&lt;br /&gt;
|tile=‼|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* {{L|Jail}} (if metal)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cages''' are used in {{L|cage trap}}s, {{L|jail}}s, and zoos, {{L|pit}}s and aquariums.&lt;br /&gt;
&lt;br /&gt;
A glass cage is called a terrarium or, if filled with water for holding {{L|Captured live fish|captured}} live {{L|fish}}, an aquarium.&lt;br /&gt;
&lt;br /&gt;
==Building and using a cage==&lt;br /&gt;
&lt;br /&gt;
Cages can be built via {{k|b}} - {{k|j}}. &lt;br /&gt;
&lt;br /&gt;
===Creature containment===&lt;br /&gt;
&lt;br /&gt;
To assign creatures to a cage, press {{k|q}} and move the cursor over the cage. Use {{k|+}} and {{k|-}} to scroll up and down the list of {{L|creatures}}, and {{k|Enter}} to assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
Multiple creatures can be assigned to the same cage with no penalty. It is completely possible to fit hundreds of {{L|dog|puppies}} in a cage with dozens of {{L|blind cave ogre}}s with no ill effects, leading some players to conclude that cages include some sort of hidden &amp;quot;cage space&amp;quot; that allows infinitely tight packing of creatures.&lt;br /&gt;
&lt;br /&gt;
There is no particular labor for releasing creatures in cages.  Use {{k|q}} to examine the cage, {{k|a}} to assign, and then use {{k|enter}} to toggle the animal(s) currently inside (animals assigned to the cage will have a green &amp;quot; + &amp;quot; next to them). Any available dwarf will perform the job, so beware of pitting untamed or hostile creatures with a weak dwarf. For more information, see {{L|captured creatures}}.&lt;br /&gt;
&lt;br /&gt;
Animals cannot become pregnant while in cages.&lt;br /&gt;
&lt;br /&gt;
===Prisons===&lt;br /&gt;
&lt;br /&gt;
To set a cage as a {{L|jail}}, {{k|q}}uery the cage, designate it as a {{k|r}}oom, and then set it to be used for {{k|j}}ustice. Only {{L|metal}} cages may be used in this way, despite {{L|wood}}en cages being strong enough to hold {{L|dragon}}s.&lt;br /&gt;
&lt;br /&gt;
Dwarves in cages must be fed by other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Remotely Opening Cages===&lt;br /&gt;
&lt;br /&gt;
A built cage can be linked to a {{L|lever}} to remotely open it.  When the cage opens, the occupant(s) inside are released and the cage and {{L|mechanism}} deconstruct and can be returned to their respective stockpiles.&lt;br /&gt;
&lt;br /&gt;
===Cages and Fluids===&lt;br /&gt;
&lt;br /&gt;
A cage will protect a creature inside it from {{L|swimmer|drowning}}, so if you want to drown a creature in a cage, you must open it remotely, as explained in the above section. However, built cages will not protect caged creatures from {{L|magma}}, making this a somewhat faster option, as it doesn't require linking each cage to a lever. Cages which are not {{L|magma-safe}} will be degraded and/or destroyed by this process, and cages which are made of flammable materials (such as wood) may be set on {{L|fire}}. Any items the creature had equipped will teleport to wherever the creature was caged, typically a tile with a {{L|cage trap}} on it. These items may or may not be on fire; no case of teleporting !!large cave spider silk sock!!s have yet been observed, but this doesn't prove it can't happen. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
Creatures in cages that come from dead merchants cannot be freed. They can only be transferred between cages.&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=127316</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=127316"/>
		<updated>2010-09-09T10:35:59Z</updated>

		<summary type="html">&lt;p&gt;Pushy: Removing line about falling through magma. Immunity to damage while falling is not unique to magma and has nothing to do with magma being 'slow to burn'.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|21:13, 6 July 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is a red-hot {{l|flow|fluid}} that wells up from deep within the earth - but not too deep to be found by dwarves. Magma that is above the ground is called '''Lava''' but is still the same exact substance.&lt;br /&gt;
&lt;br /&gt;
Magma serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s.  Magma is ''extremely'' hot which can lead to a lot of {{L|fun}}. In the current version magma seems a bit slower to burn things. Workers that dig into a magma reservoir are not instantly killed as the magma touches them and can often scramble to safety as long as they are not fully immersed in 7/7 magma. It's worth noting that magma never seems to blink with {{l|flow}} now either.&lt;br /&gt;
&lt;br /&gt;
The list of materials that are '''{{l|magma-safe}}''' has been expanded considerably in this version. Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. When magma is mixed with water it forms {{L|obsidian}}. Note that magma located above {{L|semi-molten rock}} will be listed as a Magma Flow and cannot be cooled into {{L|Obsidian}}.&lt;br /&gt;
&lt;br /&gt;
==Magma Sea==&lt;br /&gt;
The '''{{L|Magma sea}}''' is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
Pumping magma up from the magma sea via a conventional {{L|pump|pump stack}} is a lot of work, requiring hundreds of pumps and vast amounts of power. It is possible to do a lot less work through the &amp;quot;piston method&amp;quot;, a clever abuse of {{L|cave-in}} {{L|physics}}. The basic principle involves channelling out an area around a huge stone pillar, hundreds of z-levels tall, which will become the &amp;quot;piston&amp;quot; that drives magma to the top. Rest the piston on a single support, then carve out a tank at its base which will be filled with magma pumped from the magma sea. ('''Beware:''' building the piston directly over the magma sea will '''NOT''' work!) Once the tank has been filled, drop the piston by removing its support. Liquids displaced by a cave-in will &amp;quot;teleport&amp;quot; straight up to the nearest available space; here, the nearest available space will be the catchment area you thoughtfully prepared earlier atop the piston. A full discussion of this trick, including how to make the piston reusable, can be found in [http://www.bay12forums.com/smf/index.php?topic=59894.0 this forum thread].&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare. If you want a volcano it is probably best to specify it when creating your world. Volcanoes are an endless source of magma so they will always refill themselves.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.  Magma will turn into {{l|obsidian}} if it touches {{l|water}}.  In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.  The list of '''{{l|magma-safe}}''' materials has changed considerably in this version.&lt;br /&gt;
*Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single step, but any more and they will likely die.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=100817</id>
		<title>v0.31 Talk:Milk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Milk&amp;diff=100817"/>
		<updated>2010-04-29T12:16:14Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Milking Schedule */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How To Milk==&lt;br /&gt;
I can't seem to milk correctly. The dorfs'll milk, but they won't haul the buckets of milk anywhere, and just leave them in the workshop.&lt;br /&gt;
:??? Mr. Anonymous, You're forgetting to have a stockpile with barrels available for the milk to be relocated to. I have fixed this on the milking page. Also, it appears that Dwarven Milk is gone. --[[User:The Architect|The Architect]] 23:21, 8 April 2010 (UTC)&lt;br /&gt;
::I think they will also put buckets of milk on piles. It ''might'' have to be in a barrel to be used in cooking though. In any case, having the notorious 1 empty barrel on a food stockpile works. Dwarven milk is still in the lists, but obviously you need to have those maggots available. Why should it be gone? --[[User:Confused|Confused]] 12:50, 11 April 2010 (UTC)&lt;br /&gt;
:::Perhaps he is referring to the fact that the home civilisation can be without dwarven milk.&lt;br /&gt;
&lt;br /&gt;
==Bug Template==&lt;br /&gt;
This page is short enough that it doesnt need the known bugs tag.--[[User:Mrdudeguy|Mrdudeguy]] 06:33, 11 April 2010 (UTC)&lt;br /&gt;
:The buggy template is for all features that have bugs. Just because the article is short doesn't mean you should remove the buggy template. [[User:Garanis|Garanis]] 13:16, 11 April 2010 (UTC)&lt;br /&gt;
::This is not a bug, it is expected behaviour. If anything, it is the old bug related to handling animals. It also does not disrupt the game in any way. --[[User:Confused|Confused]] 13:56, 11 April 2010 (UTC)&lt;br /&gt;
:::Ok, but the way it is written it sounds like a bug. It should be rewritten.[[User:Garanis|Garanis]] 14:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Milking Schedule==&lt;br /&gt;
Anyone figured out yet how often creatures can be milked? I'm doing some experiments but I keep forgetting my milking schedule to get any reliable results. --[[User:Amade|Amade]] 22:20, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'd go with &amp;quot;pretty often&amp;quot; ;) I have.. 9 suitable females and with a dedicated competent+ milker haven't yet got a cancel message, even before with maybe half that number. --[[User:Birthright|Birthright]] 04:04, 15 April 2010 (UTC)&lt;br /&gt;
::Well, with three milkable animals (cow, horse, donkey), I set my farm to repeatedly milk, and it cancelled that after milking them all.  Then, I set a job in the manager to milk one animal, and it got fulfilled... um, eleven days later.  So... say, milked twice a month?  Could be different for different animals... [[Special:Contributions/70.72.143.53|70.72.143.53]] 11:30, 15 April 2010 (UTC)&lt;br /&gt;
:The second post is rather worthless information, given that we don't know how much time the milker spends doing other jobs. The animals and buckets could also be distant from the workshop, or any number of other things. I think it's given that a milker working nonstop in a well-organized fortress will go through a dozen or more animals a month, so I would assume we can scrap that info. The info from the third poster is better (we now know an animal can probably be milked twice within 11 days), but still entirely inconclusive. The rate jobs are fulfilled depends on the rate at which the manager signs off on them (information we were not given).[[User:The Architect|The Architect]] 03:25, 19 April 2010 (UTC)&lt;br /&gt;
::You're making quite a few assumptions there, Architect, and needlessly criticising people rather than trying to provide anything that helps. How about you get your finger out your ass and contribute something instead? But if you just want to criticise, then here you go. Brand new fort with a proficient milker and just one female cow. I've made a farmer's workshop and placed a furniture stockpile right beside it and a 3x3 meeting area (where the milker and the cow will linger after dismantling the wagon) two tiles away from the workshop. Therefore, everything I need is right beside the workshop and there's no wasted time (and because I still only have seven dwarves, my manager doesn't need an office and tasks are sorted out without waiting for them to faff around in an office for a couple of days); to add to this, all hauling/cleaning duties have been disabled on the milker so he's not wasting time carrying a bucket from the workshop to the stockpile after every failed job attempt. It took a few days for me to get things sorted, but I eventually got the manager to assign 5 milking jobs. The first was completed on 10th of Granite. The second was completed on 1st of Slate. The third was completed on 20th of Slate. The fourth was completed on the 12th of Felsite. The fifth was completed on the 1st of Hematite. This test has enough samples to take into account short delays for eating/drinking/sleeping, but results are fairly consistent - the milker was attempting to milk the cow about once every two days and was successful after 18-20 days. It's believed that a day lasts 1,200 ticks and cows have the tag [MILKABLE:LOCAL_CREATURE_MAT:MILK:20000]. 20,000 ticks is just under 17 days...so, on a hunch I've edited the raws changing that 20000 to 5000, then started a new game with the same setup as above. Cow was first milked on Granite 4th, and then again on Granite 10th. So there you go, the cow can be milked after 20,000 ticks, which is roughly 17 days. -- [[User:Pushy|Pushy]] 12:16, 29 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=90348</id>
		<title>v0.31 Talk:Cook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cook&amp;diff=90348"/>
		<updated>2010-04-12T11:18:44Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Lavish Meal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==No Seeds==&lt;br /&gt;
In the previous version, cooking left no seeds for re-planting. Can this be verified for this version? --[[User:Eagle0600|Eagle0600]] 10:20, 6 April 2010 (UTC)&lt;br /&gt;
: I cooked an easy meal out of a wild strawberry and a prickle berry, and it produced no seed. [[User:Wccarrington|Wccarrington]] 22:09, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Lavish Meal==&lt;br /&gt;
In one fortress recently, it looked like I had a cook put more than four components into a lavish meal. I haven't seen it happen again (since I haven't been cooking lavish meals), so I didn't add it to the page- but that might be something worth looking for / verifying. --[[User:Vaniver|Vaniver]] 13:30, 10 April 2010 (UTC)&lt;br /&gt;
:Chances are that you've unintentionally encountered an old bug/exploit, which is explained in http://www.bay12games.com/forum/index.php?topic=49177.0 - whether that bug still exists in the new version, I don't know, but it was definitely in 40d. --[[User:Pushy|Pushy]] 11:18, 12 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=61991</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=61991"/>
		<updated>2010-01-30T09:57:25Z</updated>

		<summary type="html">&lt;p&gt;Pushy: Undo revision 59440 by 91.154.5.194 (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
* Work at the forge&lt;br /&gt;
}}&lt;br /&gt;
:''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''dungeon master''' is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like [[magma]], a [[river]] or a [[brook]] (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). This only occurs after the features have been discovered.  The dungeon master may also arrive alone, without immigrants.&lt;br /&gt;
&lt;br /&gt;
The dungeon master has a somewhat... odd taste in clothing. He or she often shows up wearing a cloak, hood, and mittens, with nothing underneath. The dungeon master will often procure additional cloaks and wear them on top of each other, often as many as a dozen cloaks at a time.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic [[animals]] (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&lt;br /&gt;
The dungeon master arrives with  skills from both the [[metalsmith]] and [[ranger]] groups at (''no adjective'') skill level. These skills are:&lt;br /&gt;
*[[Animal trainer]]&lt;br /&gt;
*[[Animal caretaker]]&lt;br /&gt;
*[[Furnace operator]]&lt;br /&gt;
*[[Metal crafter]]&lt;br /&gt;
&lt;br /&gt;
Additionally, dungeon masters have the [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] labor turned on even though they possess no base skill.  At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he can and will take over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such.  However, dungeon masters will not build metal [[construction]]s.  Like any [[noble]], dungeon masters also perform some tasks that do not require any particular labor, and may gain [[grower]] skill in this way.*&lt;br /&gt;
&lt;br /&gt;
:''(* If the [[standing orders]] option &amp;quot;Dwarves All Harvest&amp;quot; is selected (under {{k|o}}, &amp;quot;Set Orders and Options&amp;quot;), all dwarves, including [[noble]]s, will slowly gain Grower skill from harvesting, but will not plant unless that [[labor]] is designated for that dwarf.  That is the use of the skill is what determines [[stack]] size of [[crop]]s, and since it is not possible to designate that labor in Dungeon Masters, they only gain [[experience]] towards [[attribute]]s from this, not a [[skill]] that can be used.)''&lt;br /&gt;
&lt;br /&gt;
All dungeon masters like [[copper]], [[silver]], [[electrum]], [[gold]], [[platinum]], and cloaks, among other things.&lt;br /&gt;
&lt;br /&gt;
A dungeon master will not make [[mandate]]s, though they will make [[demand]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60855</id>
		<title>40d Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60855"/>
		<updated>2010-01-12T19:37:20Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Stat Maximum */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Which Attribute?==&lt;br /&gt;
&lt;br /&gt;
What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increasing? --[[User:Valdemar|Valdemar]] 19:32, 21 January 2008 (EST)&lt;br /&gt;
:It is random. [[User:VengefulDonut|VengefulDonut]] 01:09, 22 January 2008 (EST)&lt;br /&gt;
::hehe yes, my legendary clerk has max strength and agility, and is very tough. never done a days manual labour in his life... [[User:Twiggie|Twiggie]] 12:05, 16 April 2008 (EDT)&lt;br /&gt;
::: You try working in an office where the chairs, tables, doors, filing cabinets, etc are made out of rock :) Heck, I wouldn't be surprised if the dwarves made their pens and even writing paper out of rock (and don't forget the menacing spikes and hanging rings of goblin bone). [[User:Iapetus|Iapetus]] 15:23, 20 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pre-assigned skill levels give attributes? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I'm just starting out and I bring along a Proficient Mason.  Will he start off with attribute bonuses?  How about if a &amp;lt;no-title&amp;gt; Mason immigrates?  Will he have any XP to start off his attribute gain?  [[User:Gairabad|Gairabad]] 18:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes and yes.  Further, I suspect invaders, diplomats, caravan guards, and the like all come with undisplayed skills that are the source of their attributes.--[[User:Maximus|Maximus]] 19:20, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stat Maximum ==&lt;br /&gt;
&lt;br /&gt;
Is 16 the maximum or is there really no limit?  My two most experienced miners have max in each category (ultra-mighty, superdwarvenly tough, perfectly agile), which is pretty unlikely if the max is 16.  Anyways, I'm just curious [[User:Greep|Greep]] 00:09, 27 June 2009 (UTC)&lt;br /&gt;
:The MAX is 16, but the max DISPLAYED is 5.  I had a few dwarves with 13ish strength and toughness, they got, at most, bruised from a hail of iron crossbolt fire from goblins.  You'll need some kind of viewer to see any stat gains after 5. --Gotthard 04:08, 7 August 2009 (UTC)&lt;br /&gt;
::I have similar experiences - my champions are always ecstatic because they get really light wounds in sparring, recover almost immediately (making them happy for being able to rest, and for being rescued) and keep sparring. All they do is eat and spar, seriously.&lt;br /&gt;
::Still true? In 40d16 I have a champion with a 17 Agility, according to Dwarf Therapist. [[User:Jogar2|Jogar2]] 10:25, 23 December 2009 (UTC)&lt;br /&gt;
:::I don't know if it was ever true. The article does say &amp;quot;Toady has stated that although there is no cap on attribute increases&amp;quot;, after all, and the line under the table telling you how much XP you need for each level says &amp;quot;This presumably keeps going, following the formula:&amp;quot;. That suggests that there is no cap that Toady himself has set. That would indicate to me that a cap would only exist due to computing limitations - e.g. level 255 (max value held in 1 byte) or 4,294,967,295 XP needed (max value held in 4 bytes) or something like that. --[[User:Pushy|Pushy]] 19:37, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Agility and Workshops ==&lt;br /&gt;
&lt;br /&gt;
It's stated in the article that increased agility doesn't affect workshop tasks, though if I increase the raw speed of my dwarves (e.g. [SPEED:1]), then they are able to complete tasks at workshops almost instantaneously. I've also observed that, when training dwarfs in moodable skills, highly agile dwarves are able to complete their tasks far more quickly than a fresh migrant would be able to. --[[User:Quietust|Quietust]] 16:38, 14 October 2009 (UTC)&lt;br /&gt;
:I always thought this, the same should be true with mining, although I also suspect strength has something to do with many jobs aswell, such as masonry, construction, smoothing and mining. I can't really test it though, since I'm on a mac and I can't see my framerate for comparisons, and the framerate seems very variable in my fort.--[[User:Overspeculated|Overspeculated]] 20:58, 14 October 2009 (UTC)&lt;br /&gt;
::Mining speed at the very least is affected by both agility and strength, though agility certainly has the more noticeable benefit. Aside from the obvious benefit of not being significantly slowed down when carrying heavy rocks and stuff around, I'm not entirely sure whether strength affects much else except hauling. From my own observations, I don't believe construction is affected by stats at all; if it is, then it's not by much. I seem to recall that smoothing is affected by agility (but not by strength). I'm afraid I can't comment on the workshop stuff, however --[[User:Pushy|Pushy]] 19:03, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Agility speedups ==&lt;br /&gt;
Why do the agility numbers INCREASE, rather than decrease, for more agile? Speeds are reported by how long it takes to do something, or so it seems, so why is this not reflected in the numbers?&lt;br /&gt;
&lt;br /&gt;
This is explained in the [[speed]] article. [[Special:Contributions/70.138.29.184|70.138.29.184]] 22:42, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60850</id>
		<title>40d Talk:Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Attribute&amp;diff=60850"/>
		<updated>2010-01-12T19:03:50Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Agility and Workshops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Which Attribute?==&lt;br /&gt;
&lt;br /&gt;
What determines which attribute you get when you gain an attribute? Is it random, does it follow a preset order, or does it depend on which skills you've been increasing? --[[User:Valdemar|Valdemar]] 19:32, 21 January 2008 (EST)&lt;br /&gt;
:It is random. [[User:VengefulDonut|VengefulDonut]] 01:09, 22 January 2008 (EST)&lt;br /&gt;
::hehe yes, my legendary clerk has max strength and agility, and is very tough. never done a days manual labour in his life... [[User:Twiggie|Twiggie]] 12:05, 16 April 2008 (EDT)&lt;br /&gt;
::: You try working in an office where the chairs, tables, doors, filing cabinets, etc are made out of rock :) Heck, I wouldn't be surprised if the dwarves made their pens and even writing paper out of rock (and don't forget the menacing spikes and hanging rings of goblin bone). [[User:Iapetus|Iapetus]] 15:23, 20 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Do pre-assigned skill levels give attributes? ==&lt;br /&gt;
&lt;br /&gt;
Let's say I'm just starting out and I bring along a Proficient Mason.  Will he start off with attribute bonuses?  How about if a &amp;lt;no-title&amp;gt; Mason immigrates?  Will he have any XP to start off his attribute gain?  [[User:Gairabad|Gairabad]] 18:14, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes and yes.  Further, I suspect invaders, diplomats, caravan guards, and the like all come with undisplayed skills that are the source of their attributes.--[[User:Maximus|Maximus]] 19:20, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Stat Maximum ==&lt;br /&gt;
&lt;br /&gt;
Is 16 the maximum or is there really no limit?  My two most experienced miners have max in each category (ultra-mighty, superdwarvenly tough, perfectly agile), which is pretty unlikely if the max is 16.  Anyways, I'm just curious [[User:Greep|Greep]] 00:09, 27 June 2009 (UTC)&lt;br /&gt;
:The MAX is 16, but the max DISPLAYED is 5.  I had a few dwarves with 13ish strength and toughness, they got, at most, bruised from a hail of iron crossbolt fire from goblins.  You'll need some kind of viewer to see any stat gains after 5. --Gotthard 04:08, 7 August 2009 (UTC)&lt;br /&gt;
::I have similar experiences - my champions are always ecstatic because they get really light wounds in sparring, recover almost immediately (making them happy for being able to rest, and for being rescued) and keep sparring. All they do is eat and spar, seriously.&lt;br /&gt;
::Still true? In 40d16 I have a champion with a 17 Agility, according to Dwarf Therapist. [[User:Jogar2|Jogar2]] 10:25, 23 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Agility and Workshops ==&lt;br /&gt;
&lt;br /&gt;
It's stated in the article that increased agility doesn't affect workshop tasks, though if I increase the raw speed of my dwarves (e.g. [SPEED:1]), then they are able to complete tasks at workshops almost instantaneously. I've also observed that, when training dwarfs in moodable skills, highly agile dwarves are able to complete their tasks far more quickly than a fresh migrant would be able to. --[[User:Quietust|Quietust]] 16:38, 14 October 2009 (UTC)&lt;br /&gt;
:I always thought this, the same should be true with mining, although I also suspect strength has something to do with many jobs aswell, such as masonry, construction, smoothing and mining. I can't really test it though, since I'm on a mac and I can't see my framerate for comparisons, and the framerate seems very variable in my fort.--[[User:Overspeculated|Overspeculated]] 20:58, 14 October 2009 (UTC)&lt;br /&gt;
::Mining speed at the very least is affected by both agility and strength, though agility certainly has the more noticeable benefit. Aside from the obvious benefit of not being significantly slowed down when carrying heavy rocks and stuff around, I'm not entirely sure whether strength affects much else except hauling. From my own observations, I don't believe construction is affected by stats at all; if it is, then it's not by much. I seem to recall that smoothing is affected by agility (but not by strength). I'm afraid I can't comment on the workshop stuff, however --[[User:Pushy|Pushy]] 19:03, 12 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Agility speedups ==&lt;br /&gt;
Why do the agility numbers INCREASE, rather than decrease, for more agile? Speeds are reported by how long it takes to do something, or so it seems, so why is this not reflected in the numbers?&lt;br /&gt;
&lt;br /&gt;
This is explained in the [[speed]] article. [[Special:Contributions/70.138.29.184|70.138.29.184]] 22:42, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7579</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=7579"/>
		<updated>2009-07-07T17:13:41Z</updated>

		<summary type="html">&lt;p&gt;Pushy: It's a fact, no need for &amp;quot;Apparently&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a translucent material with widespread uses.  Glass is manufactured at a [[glass furnace]] or [[magma glass furnace]].  There are three types of glass: Green, Clear and Crystal, each with different colour and value. &lt;br /&gt;
&lt;br /&gt;
Green glass can be churned out in massive amounts if produced at a magma furnace, because there are no ingredients other than sand used and sand sources cannot be depleted. This makes it a valuable resource for construction; it is as valuable as limestone, but can be used for more things.  Green glass goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
&lt;br /&gt;
Clear glass uses both a bag of sand and one [[pearlash]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Crystal glass is manufactured from one rough [[rock crystal]] and one pearlash.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must be gathered in bags using a task available at a glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Gathering sand requires [[item hauling]] whilst moving sand bags to stockpiles requires [[furniture hauling]]. You will need spare bags in order to collect sand.&lt;br /&gt;
&lt;br /&gt;
You cannot import sand bags or glass at present. &lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw green glass makes an excellent training material for practicing the [[gem cutting]] skill, given its abundance.&lt;br /&gt;
* Raw glass is a frequent request of dwarves undergoing a [[strange mood]].&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using the an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]].&lt;br /&gt;
* Glass can be formed into a variety of crafts.&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50%.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Workshops_FAQ#How_do_I_make_glass.3F|How do I make glass?]]&lt;br /&gt;
*[[Glass Industry]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15493</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15493"/>
		<updated>2009-06-20T15:25:06Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Always getting ore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be Bold, add to the material page. I havent found it yet. So I know little. --[[User:Soyweiser|Soyweiser]] 20:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I knew enough to add to it, I would.  I suppose it's possible to just copy over an old page, but according to the forums there may be less danger associated with it such that it could use a different write-up. --[[User:BDR|BDR]] 17:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Always getting ore ==&lt;br /&gt;
&lt;br /&gt;
I'm have talented and expert miners digging veins of adamantine, and I've yet to see one mine a tile without leaving a chuck of ore. Does adamantine always leave ore regardless of miner skill? [[User:HeWhoIsPale|HeWhoIsPale]] 19:02, 6 October 2008 (EDT)&lt;br /&gt;
:It's pure luck. Adamantine is nothing special in that manner. --[[User:GreyMario|GreyMaria]] 21:32, 6 October 2008 (EDT)&lt;br /&gt;
::It just seemed a little odd that with over 100 tiles of adamantine mined, everyone dropped an ore independent of the skill of the miner and it seemed normally spread for other rocks. [[User:HeWhoIsPale|HeWhoIsPale]] 09:05, 7 October 2008 (EDT)&lt;br /&gt;
:::My dabbling miner is getting ore every time, there is no way this is just luck. Either adamantine has a bonus to ore returning chances (I'm guessing a 100% chance), or my fort is bugged. [[User:HeWhoIsPale|HeWhoIsPale]] 09:47, 10 October 2008 (EDT)&lt;br /&gt;
::::Current versions of DF have a much smaller chance of losing stone/ore from mining. Make a test in regular rock to compare. [[User:Zaratustra|Zaratustra]] 10:20, 10 October 2008 (EDT)&lt;br /&gt;
:::::I am. My miners dig out a 3x10 room of Talc and leave a few (3-6) stones. The dig out 100+ tiles of adamantine and leave ore for  every single tile. I do not get similar results for other ores or gems. I would have just chalked this up to chance if the difference wasn't an order of magnitude greater. I have not modified the game in anyway other then messing with the tileset in the init file. [[User:HeWhoIsPale|HeWhoIsPale]] 09:42, 14 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I am getting this too. how odd is that. it must be that your miners are so careful with mining it that they try to always get some ore ou of it, because of how valuable it is. unless this is some freak chance. I added it to the article. --[[User:Destor|Destor]] 16:37, 28 November 2008 (EST)&lt;br /&gt;
:Alternately, it could be the fact that adamantine is nearly flipping indestructable. ~ [[User:Midna|Midna]] 04:13, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Screw it, here's a test for you. I've used Tweak to reveal the entire map for convenience, and used two Proficient miners to dig shafts down to various rock types for four other untrained miners to dig out (without any help from the two proficient miners or the fifth untrained worker). The fifth untrained miner from my starting seven will ONLY dig out adamantine, and will do this entirely on his own. Every rock type tested will have 100 tiles dug out. The four untrained miners will obviously level up a bit throughout this, so I'm expecting results to slightly improve as their tests go on, but I guess we'll see.&lt;br /&gt;
* Rock 1: Basalt. All four miners with zero mining experience. 22 rocks left.&lt;br /&gt;
* Rock 2: Gneiss. All four now &amp;quot;Dabbling&amp;quot; miners. 29 rocks left.&lt;br /&gt;
* Rock 3: Alunite. 2 &amp;quot;Dabbling&amp;quot; miners, 2 &amp;quot;Novice&amp;quot; miners. 27 rocks left.&lt;br /&gt;
* Rock 4: Schist. All four now &amp;quot;Novice&amp;quot; miners. 33 rocks left.&lt;br /&gt;
* Rock 5: Mica. 2 &amp;quot;Novice&amp;quot; miners, 2 &amp;quot;no-name&amp;quot; miners. 34 rocks left.&lt;br /&gt;
* Rock 6: Orthoclase. 2 &amp;quot;Novice&amp;quot; miners, 2 &amp;quot;no-name&amp;quot; miners. 38 rocks left.&lt;br /&gt;
* Rock 7: Microcline. All four now &amp;quot;no-name&amp;quot; miners. 35 rocks left.&lt;br /&gt;
* Rock 8: Granite. 2 &amp;quot;no-name&amp;quot; miners, 2 &amp;quot;Competent&amp;quot; miners. 34 rocks left.&lt;br /&gt;
* Rock 9: Diorite. 1 &amp;quot;no-name&amp;quot; miner, 3 &amp;quot;Competent miners. 43 rocks left.&lt;br /&gt;
I can't see any other rock types on the map besides adamantine. The four miners finished with two as &amp;quot;Competent&amp;quot; and two as &amp;quot;Skilled&amp;quot;.&lt;br /&gt;
* Rock 10: Adamantine. One miner with zero mining experience. 100 rocks left. The miner finished as a &amp;quot;Novice&amp;quot; miner.&lt;br /&gt;
&lt;br /&gt;
So there you go. With (fairly) unskilled workers, the &amp;quot;normal&amp;quot; rock types typically left a usable rock about 1/3 of the time, give or take. Adamantine tiles always left a usable piece of raw adamantine. Anyone with any concern over these figures can freely do their own tests, but I'm going to assume this is proof enough that we can get rid of that damn verification tag on the page --[[User:pushy|&amp;lt;font color=#AA2200&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=#884400&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=#666600&amp;gt;s&amp;lt;/font&amp;gt;&amp;lt;font color=#448800&amp;gt;h&amp;lt;/font&amp;gt;&amp;lt;font color=#22AA00&amp;gt;y&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:pushy|&amp;lt;font color=#9900FF&amp;gt;T&amp;lt;/font&amp;gt;]] ≈ [[Special:Contributions/pushy|&amp;lt;font color=#FF0099&amp;gt;C&amp;lt;/font&amp;gt;]])&amp;lt;/sup&amp;gt; 15:25, 20 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Raw_adamantine&amp;diff=8736</id>
		<title>40d:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Raw_adamantine&amp;diff=8736"/>
		<updated>2009-06-20T15:21:02Z</updated>

		<summary type="html">&lt;p&gt;Pushy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Ore|name=Raw Adamantine|tile=£|color=#0FF&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[adamantine]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Glowing pit|The depths]]&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Magma proof]]&lt;br /&gt;
* [[Material value]] 250}}&lt;br /&gt;
&lt;br /&gt;
The ore of [[adamantine]] is highly valuable. Its discovery is both a boon and a bane; it has a massive [[value]] even unrefined, and gives a large number of bonuses to armor and weapons that are made from it when processed. The downside is that digging too deeply will trigger a certain [[Glowing pit|spoiler]], among other things, and the fact that it only appears in relatively small quantities.&lt;br /&gt;
&lt;br /&gt;
Its high melting point means you can easily use it to build magma-safe mechanisms and floodgates, but this is not recommended due to its scarcity.&lt;br /&gt;
&lt;br /&gt;
Finding this material will cause a notification, and for [[King|the King]] to appear later on. If you haven't met his requirements, he will appear dressed as a peasant. It is assumed that his requirements are the same in either case.&lt;br /&gt;
&lt;br /&gt;
You always get a piece of raw adamantine when you mine it out, no matter how skilled the miner is.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15492</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15492"/>
		<updated>2009-06-20T15:20:07Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Always getting ore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be Bold, add to the material page. I havent found it yet. So I know little. --[[User:Soyweiser|Soyweiser]] 20:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I knew enough to add to it, I would.  I suppose it's possible to just copy over an old page, but according to the forums there may be less danger associated with it such that it could use a different write-up. --[[User:BDR|BDR]] 17:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Always getting ore ==&lt;br /&gt;
&lt;br /&gt;
I'm have talented and expert miners digging veins of adamantine, and I've yet to see one mine a tile without leaving a chuck of ore. Does adamantine always leave ore regardless of miner skill? [[User:HeWhoIsPale|HeWhoIsPale]] 19:02, 6 October 2008 (EDT)&lt;br /&gt;
:It's pure luck. Adamantine is nothing special in that manner. --[[User:GreyMario|GreyMaria]] 21:32, 6 October 2008 (EDT)&lt;br /&gt;
::It just seemed a little odd that with over 100 tiles of adamantine mined, everyone dropped an ore independent of the skill of the miner and it seemed normally spread for other rocks. [[User:HeWhoIsPale|HeWhoIsPale]] 09:05, 7 October 2008 (EDT)&lt;br /&gt;
:::My dabbling miner is getting ore every time, there is no way this is just luck. Either adamantine has a bonus to ore returning chances (I'm guessing a 100% chance), or my fort is bugged. [[User:HeWhoIsPale|HeWhoIsPale]] 09:47, 10 October 2008 (EDT)&lt;br /&gt;
::::Current versions of DF have a much smaller chance of losing stone/ore from mining. Make a test in regular rock to compare. [[User:Zaratustra|Zaratustra]] 10:20, 10 October 2008 (EDT)&lt;br /&gt;
:::::I am. My miners dig out a 3x10 room of Talc and leave a few (3-6) stones. The dig out 100+ tiles of adamantine and leave ore for  every single tile. I do not get similar results for other ores or gems. I would have just chalked this up to chance if the difference wasn't an order of magnitude greater. I have not modified the game in anyway other then messing with the tileset in the init file. [[User:HeWhoIsPale|HeWhoIsPale]] 09:42, 14 October 2008 (EDT)&lt;br /&gt;
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I am getting this too. how odd is that. it must be that your miners are so careful with mining it that they try to always get some ore ou of it, because of how valuable it is. unless this is some freak chance. I added it to the article. --[[User:Destor|Destor]] 16:37, 28 November 2008 (EST)&lt;br /&gt;
:Alternately, it could be the fact that adamantine is nearly flipping indestructable. ~ [[User:Midna|Midna]] 04:13, 1 February 2009 (EST)&lt;br /&gt;
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Screw it, here's a test for you. I've used Tweak to reveal the entire map for convenience, and used two Proficient miners to dig shafts down to various rock types for four other untrained miners to dig out (without any help from the two proficient miners or the fifth untrained worker). The fifth untrained miner from my starting seven will ONLY dig out adamantine, and will do this entirely on his own. Every rock type tested will have 100 tiles dug out. The four untrained miners will obviously level up a bit throughout this, so I'm expecting results to slightly improve as their tests go on, but I guess we'll see.&lt;br /&gt;
Rock 1: Basalt. All four miners with zero mining experience. 22 rocks left.&lt;br /&gt;
Rock 2: Gneiss. All four now &amp;quot;Dabbling&amp;quot; miners. 29 rocks left.&lt;br /&gt;
Rock 3: Alunite. 2 &amp;quot;Dabbling&amp;quot; miners, 2 &amp;quot;Novice&amp;quot; miners. 27 rocks left.&lt;br /&gt;
Rock 4: Schist. All four now &amp;quot;Novice&amp;quot; miners. 33 rocks left.&lt;br /&gt;
Rock 5: Mica. 2 &amp;quot;Novice&amp;quot; miners, 2 &amp;quot;no-name&amp;quot; miners. 34 rocks left.&lt;br /&gt;
Rock 6: Orthoclase. 2 &amp;quot;Novice&amp;quot; miners, 2 &amp;quot;no-name&amp;quot; miners. 38 rocks left.&lt;br /&gt;
Rock 7: Microcline. All four now &amp;quot;no-name&amp;quot; miners. 35 rocks left.&lt;br /&gt;
Rock 8: Granite. 2 &amp;quot;no-name&amp;quot; miners, 2 &amp;quot;Competent&amp;quot; miners. 34 rocks left.&lt;br /&gt;
Rock 9: Diorite. 1 &amp;quot;no-name&amp;quot; miner, 3 &amp;quot;Competent miners. 43 rocks left.&lt;br /&gt;
I can't see any other rock types on the map besides adamantine. The four miners finished with two as &amp;quot;Competent&amp;quot; and two as &amp;quot;Skilled&amp;quot;.&lt;br /&gt;
Rock 10: Adamantine. One miner with zero mining experience. 100 rocks left. The miner finished as a &amp;quot;Novice&amp;quot; miner.&lt;br /&gt;
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So there you go. With (fairly) unskilled workers, the &amp;quot;normal&amp;quot; rock types typically left a usable rock about 1/3 of the time, give or take. Adamantine tiles always left a usable piece of raw adamantine. Anyone with any concern over these figures can freely do their own tests, but I'm going to assume this is proof enough that we can get rid of that damn verification tag on the page -- [[User:Pushy|&amp;lt;font color=#FF0000&amp;gt;p&amp;lt;/font&amp;gt;&amp;lt;font color=#C04000&amp;gt;u&amp;lt;/font&amp;gt;&amp;lt;font color=#808000&amp;gt;s&amp;lt;/font&amp;gt;&amp;lt;font color=#40C000&amp;gt;h&amp;lt;/font&amp;gt;&amp;lt;font color=#00FF00&amp;gt;y&amp;lt;/font&amp;gt;]]&amp;lt;sup&amp;gt;([[User_talk:Pushy|&amp;lt;font color=#9900FF&amp;gt;T&amp;lt;/font&amp;gt;]] ≈ [[Special:Contributions/Pushy|&amp;lt;font color=#FF0099&amp;gt;C&amp;lt;/font&amp;gt;]])&amp;lt;/sup&amp;gt; 15:20, 20 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29080</id>
		<title>40d Talk:Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dragon&amp;diff=29080"/>
		<updated>2009-02-12T15:09:05Z</updated>

		<summary type="html">&lt;p&gt;Pushy: /* Still Relevant? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tameable? ==&lt;br /&gt;
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Are Dragons tameable in this version?  Supposedly they were in the previous version, but I am not sure.  [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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If you see a Hyrda in a fortress, will a Dragon ever appear, or will you forever see Hyrdas going forward? [[User:KiTA|KiTA]] 18:59, 24 November 2007 (EST)&lt;br /&gt;
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: Yes, they can be tamed once you get the [[dungeon master]], just like before. --[[User:JT|JT]] 18:43, 24 November 2007 (EST)&lt;br /&gt;
:: What about multiple types of megabeasts showing up?  Or is it &amp;quot;once a hyrda, always a hydra?&amp;quot;&lt;br /&gt;
::: I had both a hydra and bronze colossus show up in the same fort [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
::: I had a Dragon, and then 3 months later a hydra show up as well. PS: I edited your comment. --[[User:Gotthard|Gotthard]] 11:08, 10 December 2007 (EST)&lt;br /&gt;
::::So far I'm 15 years into my fortress and I've had 3 Bronze Collusi, 2 Hydras, 1 Titan and 1 Dragon. I've tossed them all into a pit which I drop sieging armies into for my amusment... [[User:XRsyst|XRsyst]] 22:55, May 15 2008 (PDT)&lt;br /&gt;
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== Disappointment ==&lt;br /&gt;
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I was pretty disappointed with my first Dragon.  It came during a goblin siege, and proceeded to make a bee line for them.  The first goblin bolt grounded it as unconscious, and the second killed it.  Highly anticlimactic, it didn't even singe anything.  Would be nice if they were somewhat threatening. --Gotthard 13:50, 3 December 2007 (EST)&lt;br /&gt;
:This is not a problem with dragons, it's a recuring problem from ranged weapons. Did you ever try to send champions against a horde of bowmen? They'd die just as easily as recruits... --[[User:Eagle of Fire|Eagle of Fire]] 14:30, 3 December 2007 (EST)&lt;br /&gt;
::I would say it is somewhat a problem with megabeasts in general, though. Someone actually mentioned this to me in another context the other day, but megabeasts really need to have some special mechanics for them if they're going to be very mega.--[[User:Qalnor|Qalnor]] 15:01, 3 December 2007 (EST)&lt;br /&gt;
::If I read the raws correctly, it just looks like his only attack is a bite (with a good damage of 1-6).  Shouldn't he have a tail swipe, or a wing buffet to complement his fire breathing ability?  Perhaps an increased resistance to ranged attacks, although armor doesn't seem to do much to piercing damage.  Very irritating. --Gotthard 17:21, 3 December 2007 (EST)&lt;br /&gt;
:I just saw something similar -- my hunter was out hunting, and came upon a dragon that had just invaded.  He seems to have dodged the fire the dragon breathed at him, then knocked it unconscious with a bolt to the heart.  The hunter must have agreed that this was anticlimactic, as he then shrugged and went to kill a mountain goat. [[User:Dolohov|Dolohov]] 14:35, 24 August 2008 (EDT)&lt;br /&gt;
A dragon raided my village, burning everything above ground.  The flames consumed everything.  Including the dragon itself.  --[[User:Sebbekai|Sebbekai]] 16:31, 5 April 2008 (EDT)&lt;br /&gt;
:err... it burned itself to death? Are you sure? Because if you look at the object data for dragons in this article, it has the [FIREIMMUNE_SUPER] tag... --[[User:BahamutZERO|BahamutZERO]] 22:17, 16 May 2008 (EDT)&lt;br /&gt;
::[FIREIMMUNE_SUPER] grants immunity to dragonbreath and the belief that the creature is immune to fire. It does not actually grant an immunity to fire. [FIREIMMUNE] does that. The dragon breathed, ignited grass, and burned upon the fire it started. Sometimes they purposefully hop into lava and become dragon fritters. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
:Yup, my dragon just destroyed itself in it's own firey fury too, unless my recruit kicked it in it's softspot... And the wooden building nearby just become 'warm'. So there we have it.--[[User:Khimaera UK|JK]] 18:17, 7 January 2009 (EST)&lt;br /&gt;
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== Tiny? ==&lt;br /&gt;
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Dragons can enter dwarf homes?  That's a bit odd.  A five story tall dragon probably should be a bit taller then the four-or-so foot dwarves.  I'd imagine elves have a hard enough time as is. [[User:Minalkra|Minalkra]] 01:20, 2 May 2008 (EDT)&lt;br /&gt;
:Uhh.. This is Dwarf Fortress not the North American Scale and Size Convention (NASSC) ...Duh [[User:Hoborobo|Hoborobo]] 14:03, 4 August 2008 (EDT)&lt;br /&gt;
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== Burning items ...  ==&lt;br /&gt;
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IMO the easiest way of dealing with fire breath is: Options -&amp;gt; Only military allowed outside.&lt;br /&gt;
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Setting this ON as soon as the dragon arrives will result in dwarves not doing much (or more precisely cancelling any task that paths them outside), but should also prevent dwarves from picking up burning items (providing you kill the dragon while it's still outside the fortress.)&lt;br /&gt;
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== They're [FANCIFUL]...? ==&lt;br /&gt;
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I just noticed the object data for dragons has the [FANCIFUL] tag. I had been led to believe by [[Fanciful|this article]] that this tag was for creatures that were just mythical and didn't actually spawn in the game. But dragons certainly do spawn in the game. Is that article wrong or what? --[[User:BahamutZERO|BahamutZERO]] 22:26, 16 May 2008 (EDT)&lt;br /&gt;
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:I think this makes dragons not spawn normally. Instead, they spawn when it's time for a dragon attack. --[[User:GreyMario|GreyMaria]] 22:32, 16 May 2008 (EDT)&lt;br /&gt;
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::Ah, I just looked at the other megabeasts, and they have the tag too, along with the demons. So that's probably why. The [FANCIFUL] article is still somewhat wrong or misleading though. --[[User:BahamutZERO|BahamutZERO]] 22:36, 16 May 2008 (EDT)&lt;br /&gt;
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== After being tamed ==&lt;br /&gt;
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Will the defend themselves if they get attacked? I would love burning the bloody goblins who go after my dwarf families. It seems they won't move much if you let them out of their cages. It would also be fun to have a match with 2 mega beasts against each other.--[[User:Seaneat|Seaneat]] 13:37, 4 August 2008 (EDT)&lt;br /&gt;
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== Spawning Injured? ==&lt;br /&gt;
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I was just assaulted by a Dragon.  With no legs.  (Well... it was missing 2 legs... completely cut off)&lt;br /&gt;
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It constantly was unconscious (although it did wake up every 5 minutes or so and take a couple steps forward)&lt;br /&gt;
I haven't checked up on the legends for that dragon yet, but I can assume it lost those body parts in a battle sometime back.  Very... intriguing.  Should a note be made about mega-beasts spawning as such?&lt;br /&gt;
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:This does sound rather interesting. When did Toady Introduce the fact that Megabeasts exist in the world and can be encountered on numerous occasions, given that you haven't killed them yet? And, Can you find mega-beasts in Adventure mode? [[User:Hoborobo|Hoborobo]] 08:17, 10 August 2008 (EDT)&lt;br /&gt;
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:As I recall, Megabeasts have their own lives and histories, generated when the map is generated.  There is a rotating quote on the front page from Toady about a Titan that had its leg gnawed off by a dwarf and then laid waste to the land for 1000 years or so.  So, no, your Dragon didn't start injured.  Someone else injured it for you.  --[[User:Mirthmanor|Mirthmanor]] 17:09, 27 August 2008 (EDT)&lt;br /&gt;
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::Hell, even the semi-megabeasts that mayors want you to fight spawn injured. In my most recent adventure, besides successfully killing almost an entire town (I had recruited like 30 marksdwarves. Heh.) I had at least 5 occassions where a semi would constantly fall unconcious from the fact it had missling legs, lungs, arms, etc. [[User:Milskidasith|Milskidasith]] 22:16, 18 November 2008 (EST)&lt;br /&gt;
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:::I've even seen this happen with civ leaders, I recently had a goblin elite marksman with his whole left leg gone siege me, he of course never advanced because he was always unconscious, but somehow he escaped two times. On the third time I finally got the sucker because he came in right beside my castle. -[[User:Jebraltix|Jebraltix]] 16:46, 18 January 2009 (CST)&lt;br /&gt;
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== Dragon Footprints ==&lt;br /&gt;
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From SomethingAwful forums thread #2917631&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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'''Krinkle posted:'''&lt;br /&gt;
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holy poo poo! Just as I was getting ready to go home I get a message. &lt;br /&gt;
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''Berayi Nelarthesa, Dragon, has arrived.''&lt;br /&gt;
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I saved and took the save with me. Holy crap. I sounded the alarm that nobody but nobody was allowed outside and let loose and he leaves sand where he walks HE LEAVES SAND WHERE HE WALKS.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Reposted for flavour by --[[User:Jellyfishgreen|Jellyfishgreen]] 07:02, 3 September 2008 (EDT)&lt;br /&gt;
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:It seems to me that dwarves walking on a layer of sand covered by grass leave sand where they walk, too. This way the stange phenomenon posted above might be explained. --[[User:Doub|Doub]]&lt;br /&gt;
::Elves have grasstrample 0. Dwarves have default grasstrample. Giant desert scorpions have grasstrample 10. Alligators have grasstrample 20. Dragons have grasstrample 50. A mess of dwarves milling about your entrance will wear away all the grass eventually. A dragon does it with every step. [[User:Rkyeun|Rkyeun]] 23:43, 10 September 2008 (EDT)&lt;br /&gt;
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== Trapped! ==&lt;br /&gt;
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I have built a few hundred cage traps around my fortress.  The second a Dragon appeared, I ordered (o) my dwarves to stay indoors and just waited.  AWESOME! Caught him in a dumb cage trap.  Shucks the kobalts don't get caught in them... (so I put a few stone traps around the exits/entrances).&lt;br /&gt;
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== Bugged Dragon? ==&lt;br /&gt;
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I had 3 stonefall traps lining the entrance to my fortress (this was very early in the game).  A dragon showed up when I was still getting settled (not even a season into the game) and cheerfully walked right past my traps without setting them off, then torched all of my dwarves.  Why didn't it set off the traps?  Was it flying over them?--[[User:Aegeus|Aegeus]] 20:17, 20 September 2008 (EDT)&lt;br /&gt;
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It probably set off the stonefall traps. (you can check, there should be stone on the ground). Dragons just don't get hurt much by them (I had a skeletal dragon run through a line of 8 and come out with some badly bruised bones and a broken (for skeletal, that means totally lost) left claw. [[User:Milskidasith|Milskidasith]] 17:02, 9 November 2008 (EST)&lt;br /&gt;
:Depends on random factors, I suppose.  When a dragon went after the chained horse surrounded by stonefall traps I keep outside, it was already nauseous by the time my military arrived to finish the job.  It can't have gone through more than three traps, more likely two.  I don't think I'll d trapfields again, they're just too appallingly effective. --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
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::Given how early this dragon showed up, did you check to see if you had a cave on the map?  The dragon probably lives there and came out to investigate who was disturbing his land.  There at least used to be a bug that native creatures (start on the map) know where all the traps are - not sure if its still true. --[[User:Squirrelloid|Squirrelloid]] 19:22, 18 January 2009 (EST)&lt;br /&gt;
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== Dragonfire too weak? ==&lt;br /&gt;
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Ok, I got a skeletal dragon invading my fortress. He sends dragonfire out at a regular dwarf, and it hits him at the very edge for no damage (the land is scorched, no fire). Dwarf flees, jumps in the river, dies to carp (which rather hilariously start attacking the skeletal dragon, who proceeds to claw one to death until another dwarf walks by. No big deal, the fire barely hit the peasant so it makes sense it didn't hurt him.&lt;br /&gt;
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I send in a military squad to fight the dragon. My champion (the one *without* my legendary shield, his was -quality- iron) runs to the dragon, gets hit POINT BLANK by dragonfire (which once again kills the plants without setting them on fire) and doesn't even get hurt. Repeat when two swordsdwarves, one who is only a low level shield user, get hit at about a third of the total range. I killed the dragon, but honestly, he didn't light a thing on fire and couldn't hurt the dwarves. It would AT LEAST make sense if the dwarves got light injuries from the fact they are standing on freshly scorched land while it's in the process of being scorched again.[[User:Milskidasith|Milskidasith]] 17:08, 9 November 2008 (EST)&lt;br /&gt;
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== Still Relevant? ==&lt;br /&gt;
Those parts about training not working on murderous dragons, and especially about fire being inexplicably deadly, sound vaguely 2D.  Can anyone confirm the training issue still exists?  --[[User:Corona688|Corona688]] 09:50, 14 January 2009 (EST)&lt;br /&gt;
:The training quirk is a problem with all tamed animals, not just dragons.  [[Fire]] is still outrageously deadly because the dwarven AI doesn't correctly understand being on fire, or why they should not touch things that are on fire.  So yes, this is all still relevant. --[[User:ThunderClaw|ThunderClaw]] 11:05, 14 January 2009 (EST)&lt;br /&gt;
The section could still do with a rewrite, though, considering that all dragons are named and not just those that have killed dwarves --[[User:Pushy|Pushy]] 10:09, 12 February 2009 (EST)&lt;br /&gt;
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== Dragonfire and fortifications ==&lt;br /&gt;
Question: Will a breath dragonfire go through fortifications? Will it be blocked, or will the dragon be able to 'shoot' through it like marksmen? --[[User:Kami|Kami]] 05:03, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Pushy</name></author>
	</entry>
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