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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-26T16:55:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30266</id>
		<title>40d Talk:Legendary artifact</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Legendary_artifact&amp;diff=30266"/>
		<updated>2008-08-04T03:40:17Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: Artifact Quine!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can become an artifact?==&lt;br /&gt;
What are some of the things that dwarfs can make into artifacts? [[User:Diabl0658|Diabl0658]] 03:59, 1 December 2007 (EST)&lt;br /&gt;
:Any item that your dwarves can craft and has a quality modifier can be made into artifacts. This includes armor, clothing, weapons, all kinds of crafts, furniture, cut gems and whatnot. Notable exceptions include coins(dunnae have quality modifiers), buildings(aint items) and babies(those rascals!). Bars, blocks, raw glass and other such base materials have no quality modifier and cannot be artifacts. I've never seen or heard about legendary meals, drinks and cloth/thread, so I think they can't be artifacts either. Though dwarves will say that they've eaten a legendary meal, when they've consumed a masterpiece meal. [[User:Noctis|Noctis]] 06:02, 1 December 2007 (EST)&lt;br /&gt;
::Ive heard of someone creating a artifact meal and almost having it rot away before getting it into the food stockpile [[User:Diabl0658|Diabl0658]] 11:00, 1 December 2007 (EST)&lt;br /&gt;
==Destruction==&lt;br /&gt;
On #bay12games, there was some question about artifacts being destroyed by magma. Can anyone confirm or deny this? Also ways to destroy artifacts which aren't listed: Trading, dumping in magma vent (the floorless bottom seems to count as chasm), and dropping a bridge on it. [[User:Rkyeun|Rkyeun]] 02:10, 20 January 2008 (EST)&lt;br /&gt;
:I can't imagine anything not made of a [[magma-proof]] base material *not* being destroyed by any significant immersion in magma. --[[User:N9103|Edward]] 20:29, 20 January 2008 (EST)&lt;br /&gt;
::And yet because it's an artifact, it may have a special flag that prevents specifically that. Can anyone confirm non-magma-proof artifact destruction in magma? [[User:Rkyeun|Rkyeun]] 11:52, 24 January 2008 (EST)&lt;br /&gt;
::Nevermind. I did. Artifact mechanism melted in magma. [[User:Rkyeun|Rkyeun]] 02:34, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
All right, so what can I do with a legendary [[lace agate]] [[hatch cover]]?[[User:GarrieIrons|GarrieIrons]] 03:20, 22 January 2008 (EST)&lt;br /&gt;
:&amp;lt;s&amp;gt;Same thing as 90% of Artis. Sell it or&amp;lt;/s&amp;gt; Build it in a Noble's room. --[[User:N9103|Edward]] 06:04, 28 April 2008 (EDT)&lt;br /&gt;
:: Artifacts are not tradeable. --[[User:Koltom|Koltom]] 08:19, 28 April 2008 (EDT)&lt;br /&gt;
:::Really... that's weird then since I would swear that I sold a particularly valuable bracelet after killing off it's creator that was otherwise useless... Being that it was a good amount of time ago (possibly even pre-3D) that I actually *tried* to sell an arti, it's quite likely that time has muddled an attempt to sell into a successful sale. I suppose this somewhat nullifies my previous comment, since it's far less than 90% of artis which are buildable. --[[User:N9103|Edward]] 08:46, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
We just endured a rather nasty goblin ambush (I'd built a nice castle but hadn't yet built a real military to go with it, so we huddled inside with the drawbridge up for a whole season while I had my dwarves equip and train a small army to &amp;quot;break out&amp;quot; with) and one of my peasants gave me the nicest present after we cleaned up; a legendary goblin bone door made out of the bones of our fallen enemies. I very much want to use this as our castle's main entrance door now. Does anyone know if an artifact's indestructibility applies to trolls and similar door-wreckers? Oh, I've got magma, so I'll make a copy of the save game and test whether magma can burn through such a thing too. [[User:Bryan Derksen|Bryan Derksen]] 15:30, 5 May 2008 (EDT)&lt;br /&gt;
:It's a constructed nonterrain feature, thus it's going to be knocked down by anything that deconstructs constructions. --[[User:GreyMario|GreyMario]] 17:38, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Hmph. I'll put it a couple of layers deep inside my fortifications, then. Guests will pass through it but invaders will have to fight pretty hard to get there. I'll just have to be satisfied with my giant electrum drawbridge as a fancy front door. [[User:Bryan Derksen|Bryan Derksen]] 18:10, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact menu ==&lt;br /&gt;
&lt;br /&gt;
I seem to recall stumbling across a list of the various legendary artifacts I had created. Can anyone tell me how to get to it again?&lt;br /&gt;
:If you're talking about current artifacts in a given fortress, you get a new menu option once you've produced atleast one in that fortress. (lowercase {{k|L}}) --[[User:N9103|Edward]] 21:59, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
much better&lt;br /&gt;
--[[User:NateAustin|NateAustin]] 17:36, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to trade legendary artifacts? I just got a legendary statue and it currently sitting my furniture storage. I 've tried to get my dwarves to bring it to the depot, but it doesnt show up on the trade list. Is it possible? [[User:Robje|Robje]] 18:09, 12 March 2008 (EDT)&lt;br /&gt;
:No, Artifacts are not tradeable. They will not even take them to the depot if they sit in a bin marked for trade. --[[User:Koltom|Koltom]] 08:20, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
The value can be found under the artifact menur &amp;quot;l&amp;quot;&lt;br /&gt;
what is the maximum calue you have found on an artifact, mine is platnium high boot for 146400? --[[User:Corhen|Corhen]]&lt;br /&gt;
:There is a thread on the forums somewhere with this specific purpose. --[[User:GreyMario|GreyMario]] 17:02, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Finished Goods&amp;quot;-type Artifacts...? ==&lt;br /&gt;
&lt;br /&gt;
I understand the point of furniture artifacts- they can be built and are great for nobles- but what the heck are you supposed to do with artifact rings/amulets/crowns/scepters/et cetera? I'm sitting on over 300,000 value worth of &amp;quot;Finished Goods&amp;quot; artifacts. I guess my dwarves don't like building furniture... --[[User:Borgin|Borgin]]&lt;br /&gt;
&lt;br /&gt;
:You could abandon the fortress and come back in adventure mode.  Artifact rings?  Too good! --[[User:Marble Dice|Marble Dice]] 11:01, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There might be more point to those types if/when artifacts start getting special magical effects. That's probably a long ways off though. --[[User:BahamutZERO|BahamutZERO]] 12:16, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:But even in Adventure Mode, artifacts (besides weapons/armor) don't have much of a point, right? To be honest, I've never gone through Adventure Mode- ''it lags my laptop''. Sad, I know. But like BahamutZERO said, at least they'll gain some point ''eventually''... And hopefully soon. --[[User:Borgin|Borgin]] 23:46, 15 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
::Well you can trade 'em to merchants in Adventure mode, I'd imagine?  Maybe not, I've never tried, and I doubt the shops sell anything you'd care about (ie masterpiece steel or adamantine weapons and armor). Still, I think it's fun to walk around wearing an artifact ring or amulet! At least until an archer kills you. --[[User:Marble Dice|Marble Dice]] 02:45, 16 May 2008 (EDT)&lt;br /&gt;
:::As far as I can tell, artifact crafts/goblets/etc are used entirely for boosting your fortress created wealth stat.  There is rarely a time when a sudden 200k added to that is trivial.--[[User:Dadamh|Dadamh]] 14:36, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Artifact craft items work weird in Adventure mode: you can sell them to a shopkeeper for all their goods and cash, and just pick it back up and walk away without guards jumping you for thievery; you can even re-sell it to the same guy if he has any money left. This is a pretty blatant exploit, though of limited use (coins is heavy!). You cannot, however, fast travel with an artifact you've already sold. But what does a wandering professional spearelf do with a turtle bone crown, anyway? --[[User:Zombiejustice|Zombiejustice]] 21:25, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== selling ==&lt;br /&gt;
&lt;br /&gt;
is there a way to hack DF and be able to sell artifacts? --[[User:0todd0|0todd0]] 20:58, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact millstones and gems ==&lt;br /&gt;
My dwarves have made three artifacts so far; I know that my emerald flask is just for style, but what of the &amp;quot;Perfect Aquamarine&amp;quot; and the Millstone?  Will some noble love having a mill placed in his bedroom, grinding away at all hours of the night when he's trying to sleep, or is it just going to annoy him?  As for the aquamarine, can it be crafted into furniture?  Will this raise the item's value exponentially?  Will it still serve to elevate a room to royal status for satisfying noble needs?  If no one has the answers to these questions, I'll do the research myself and post findings.&lt;br /&gt;
--[[User:Eddie|Eddie]] 14:33, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Artifact quality modifier? ==&lt;br /&gt;
&lt;br /&gt;
I know that the quality modifier for regular equipped items is 1.0... for masterful it's 2.0... But what is the modifier for artifact level items? I can't find it anywhere. --[[User:PrettyGrizzly|PrettyGrizzly]] 11:04, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Too precious to put down ==&lt;br /&gt;
&lt;br /&gt;
Am I the only one whose dwarves create legendary... [[floodgate]]s, put them down in the workshop and immediately pick them up again... then continue on with their merry lives just significantly weighed down?&lt;br /&gt;
&lt;br /&gt;
I have never been able to use an artifact yet. My dwarves just never let them go!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:04, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That's never happened to me, fortunately. I've seen three legendary doors, a legendary grate, a legendary bed, and a legendary batman cabinet, and was able to place them all normally. In fact, I've never had a military dwarf who was skillful enough to be worthy of picking up a legendary weapon or piece of armor. [[User:Bryan Derksen|Bryan Derksen]] 04:37, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weird Materials (and armour?) ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Artifact weapons won't be used by recruits and normal warriors, only by elites and champions.&amp;quot; Does this include armour? Also, should we add somewhere that weird materials are possible? Platinum plate armour (which is AWESOME) and the like that aren't normally possible? (I know I've seen it said ''somewhere'', but it's not here) [[User:Droqen|Droqen]] 10:58, 27 July 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: My Charbone Battle Axe says it should be written down SOMEWHERE :P  ...as does my Kunzite Cabinet and Blue Garnet Statue.  I have some crazy dwarves.  Oh, and that thing about any room with an artifact in it being royal....bunk.  I have an artifact Bismuth Chain in a throne room, place didn't get bumped up to royal status until I also threw in the artifact Oaken Hatch Cover.  --[[User:Eddie|Eddie]] 11:51, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== availability ==&lt;br /&gt;
Is there a way to hack the game so you can make artifact weapons, even if the dwarf isn't in a fey mood? Or better, for them out of nothing? -Eddren, Fortress extraordinar&lt;br /&gt;
&lt;br /&gt;
== Artifact Quine! ==&lt;br /&gt;
&lt;br /&gt;
My Tanner claimed a leatherworking shop and produced a self-referential artifact: Lathonnunùr, &amp;quot;The Mythical Crevices&amp;quot;, a donkey leather mask.&lt;br /&gt;
:This is a donkey leather mask. All craftsdwarfship is of the highest quality. This object menaces with spikes of dog leather and Alunite. '''On the item is an image of The Mythical Crevices the donkey leather mask in donkey leather.''' On the item is an image of Portalshades the alligator and dwarves in muskox leather. Portalshades in surrounded by the dwarves. The artwork relates to the rise of the alligator Portalshades as an enemy of The Problematic Sack in 29.&lt;br /&gt;
Presumably the image is recursive? Anyway, this artifact was apparently ''so cool'' that it created a disturbance in the Force which the dwarves back home managed to pick up, because the very next caravan to arrive offered an empty lead cage decorated with a (presumably also recursive) picture of The Mythical Crevices:&lt;br /&gt;
:This is a well-crafted Lead cage. It is decorated with exceptionally worked giant eagle leather and encircled with bands of exceptionally worked Ruby. On the item is a finely-designed image of The Mythical Crevices the donkey leather mask in Cassiterite.&lt;br /&gt;
(Note that I'm running with &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;, and my fortress started in the year 88. I didn't feel like waiting for the whole thousand-year history to generate &amp;amp;mdash; if you hit Escape during worldgen, you can start playing with the universe &amp;quot;so far&amp;quot;. Useful thing to know.)&lt;br /&gt;
--[[User:Quuxplusone|Quuxplusone]] 23:40, 3 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pipe_section&amp;diff=19076</id>
		<title>40d:Pipe section</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pipe_section&amp;diff=19076"/>
		<updated>2007-12-13T08:13:21Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pipe sections''' are used as components in the construction of [[screw pump]]s; each pump requires one pipe section, one [[block]], and one [[enormous corkscrew]]. You can't build pipes by themselves in the current version; to move fluids from one place to another, use [[channel]]s.&lt;br /&gt;
&lt;br /&gt;
Pipe sections can be manufactured from [[wood]] at a [[Carpenter's Workshop]], from metal at a [[Metalsmith's Forge]], or from [[glass]] at a [[Glass Furnace]].&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7679</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7679"/>
		<updated>2007-12-13T06:49:53Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: /* Brewable Plants */ add beverage values given elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet, it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency.&lt;br /&gt;
&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given water by a caretaker with a [[bucket]]. Therefore, a fortress cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded. Alcohol can either be brewed at a [[still]], brought with you from the [[embark]] screen or [[trade]]d with visiting carvans.&lt;br /&gt;
&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and a [[barrel]]. Every unit of plant produces 5 units of alcohol. A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.&lt;br /&gt;
&lt;br /&gt;
'''Explosive'''&lt;br /&gt;
&lt;br /&gt;
Keep Alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see [http://mkv25.net/dfma/movie-42-boozeexplosion]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brewable Plants==&lt;br /&gt;
&lt;br /&gt;
===Grown Inside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grown Outside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Brewable==&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26736</id>
		<title>40d Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26736"/>
		<updated>2007-12-13T06:40:47Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no key for this workshop design template. I don't know what is what. [[User:Schm0|Schm0]] 22:54, 15 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Can one millstone handle multiple jobs at once?  If so, how many?  Do I need to build multiple millstones to grind up my dimple cup farm's large output?&lt;br /&gt;
* With the mill plants task on repeat, I've always been limited by bag production and not capacity of the millstone.  However I normally build two just because I can power that from one windmill. [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Isn't the whole z-level (-1) unnecessary? [[User:Vaevictus|Vae]] 07:49, 27 November 2007 (EST)&lt;br /&gt;
* yes [[User:Coelocanth|Coelocanth]] 11:14, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Unless you want to power multiple mills then the gear assembly is unecessary too you could put the mill directly under the verticle axel/ windmill&lt;br /&gt;
* Are you sure?  The millstone showed as unpowered when I tried that [[User:Coelocanth|Coelocanth]] 12:44, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, putting the millstone directly underneath a windmill definitely works.{{version|v0.27.169.33d}} I've updated the article accordingly. --[[User:Quuxplusone|Quuxplusone]] 01:40, 13 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12064</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12064"/>
		<updated>2007-12-13T06:39:08Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: Making a mill is way easier than this article makes it sound!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Millstone|key=M|job=[[Milling]]&lt;br /&gt;
|construction=&lt;br /&gt;
* Millstone&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Mechanic]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Cave wheat]]&lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Longland grass]]&lt;br /&gt;
* [[Sliver barb]]&lt;br /&gt;
* [[Sweet pod]]&lt;br /&gt;
* [[Whip vine]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Dwarven wheat flour]]&lt;br /&gt;
* [[Dwarven sugar]]&lt;br /&gt;
* [[Longland flour]]&lt;br /&gt;
* [[Whip vine flour]]&lt;br /&gt;
* [[Dimple dye]]&lt;br /&gt;
* [[Emerald dye]]&lt;br /&gt;
* [[Redroot dye]]&lt;br /&gt;
* [[Sliver dye]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''millstone''' is used to grind up certain [[plant]]s to make [[flour]] and [[dye]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]]. If none is available, a [[quern]] can be used instead.&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
The millstone workshop can't be powered directly from a horizontal [[axle]], but it can be powered directly from a vertical [[axle]], or from a [[gear assembly]], or by being directly underneath a [[windmill]].&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|=&lt;br /&gt;
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|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Basic windmill design'''&lt;br /&gt;
! Level 0&lt;br /&gt;
! Level 1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;color: #333; padding: 0&amp;quot;|O&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #090; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #090; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #090; padding: 0&amp;quot;|.&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|&amp;gt;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here, the windmill is built &amp;quot;hanging&amp;quot; on top of the millstone. You can build walls around the millstone if you like, but they're not required. Once the windmill is built, the access stairwell can be deconstructed. Since the windmill is &amp;quot;hanging&amp;quot; in midair, removing the millstone will cause the windmill to fall down.&lt;br /&gt;
&lt;br /&gt;
(Alternatively, the whole operation can be shifted down one level, so the windmill is built on a stable surface on the ground level and the millstone is underground.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+ '''Stylish windmill design'''&lt;br /&gt;
! Level -2&lt;br /&gt;
! Level -1&lt;br /&gt;
! Level 0&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|&amp;lt;&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|O&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|*&lt;br /&gt;
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|-&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|o&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|-&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%; border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|,&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|.&lt;br /&gt;
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|style=&amp;quot;color: #777; padding: 0&amp;quot;|&amp;gt;&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|'&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|'&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
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|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
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|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|,&lt;br /&gt;
|style=&amp;quot;color: #0F0; padding: 0&amp;quot;|,&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Level -2 has the millstone built beside a gear assembly. &amp;lt;br /&amp;gt;&lt;br /&gt;
Level -1 has a vertical axle built over the gear assembly (first remove the floor by designating a channel). You can skip this level if you want a millstone right below the surface, or you can repeat it multiple times to take power deep inside the mountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Level 0 has the windmill (the center tile is above the vertical axle).&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;br /&gt;
[[Category:Machine Components]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon_trap&amp;diff=32025</id>
		<title>Weapon trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon_trap&amp;diff=32025"/>
		<updated>2007-12-13T06:26:06Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: redt to Trap for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Trap]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16596</id>
		<title>40d:Spear</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spear&amp;diff=16596"/>
		<updated>2007-12-13T06:25:52Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: can be used in upright spear/spike traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Spears''' are long stabbing weapons. Spears do 100 [[Weapon#Weapon Stats|damage]], with a +2 chance of critical hits (i.e. internal injuries). Spears are less likely to get stuck in enemies than [[sword]]s. They are also less likely to dismember enemies, leaving fewer [[Chunks|body parts]] for the dwarfs to clean up. &lt;br /&gt;
&lt;br /&gt;
Spears, like other [[Metal|metal]] weapons, can be made from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], or [[silver]].  Occasionally elven traders may have wooden spears to sell.&lt;br /&gt;
&lt;br /&gt;
Spears, like all weapons, can be used in [[weapon trap]]s; unlike other weapons, they can also be used in [[Trap|upright spear traps]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Brass&amp;diff=14079</id>
		<title>40d:Brass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Brass&amp;diff=14079"/>
		<updated>2007-12-13T05:59:51Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: brass should be highly profitable, since 2+2 = 7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy|name=Brass|color=#FF0|bgcolor=#880|color1=#880|color2=#CCC&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
* 1 [[zinc]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
* 1 [[zinc]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 7&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Brass''' is a [[metal]] alloy of [[zinc]] and [[copper]]. Since zinc and copper both have [[material value]] 2, it is profitable to make brass from their raw materials instead.&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sphalerite&amp;diff=8442</id>
		<title>40d:Sphalerite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sphalerite&amp;diff=8442"/>
		<updated>2007-12-13T05:56:20Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: add text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Sphalerite|tile=£|color=#888&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[zinc]]&lt;br /&gt;
* Make [[brass]] bars at [[smelter]] (with [[copper nuggets]], [[malachite]], or [[tetrahedrite]])&lt;br /&gt;
|location =&lt;br /&gt;
* [[Metamorphic layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sphalerite''' is the only [[ore]] of [[zinc]] found in the game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Metamorphic Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24308</id>
		<title>40d:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Vermin&amp;diff=24308"/>
		<updated>2007-12-13T05:20:13Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: /* Extracts from vermin */ &amp;quot;presently&amp;quot; != &amp;quot;at present&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vermin''' are small [[creature]]s such as rats, bats, and lizards which are difficult to see.  Most maps with a temperature above freezing have hundreds or thousands of vermin. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen. They are mostly harmless.&lt;br /&gt;
&lt;br /&gt;
== Risks ==&lt;br /&gt;
&lt;br /&gt;
Vermin are primarily notable for their ability to accost dwarves, whether by triggering deeply-buried childhood traumas or just by being annoying. Most dwarves will have [[thought]]s related to a type of vermin they really dislike, and will suffer a significant mood penalty any time they spot the vermin they hate. This mood penalty can render content dwarves unhappy, although the penalty can be offset by otherwise good living conditions.&lt;br /&gt;
&lt;br /&gt;
Some vermin will also eat any food in stockpiles they can manage to get a hold on. Food that has been protected in barrels will be immune, but food that is exposed will be nibbled at and will eventually wear out and be destroyed.&lt;br /&gt;
&lt;br /&gt;
== Catching vermin ==&lt;br /&gt;
&lt;br /&gt;
Small [[animal trap]]s are designed specifically to catch and hold vermin. A '''catch a live land animal''' order issued at a [[kennel]] tells a [[trapper]] to seek out and catch a vermin animal inside one of these traps. The animal will then be brought to an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
Vermin can be tamed by anyone with the [[animal training]] labour preference at a kennel. Tame vermin can then be offered for claiming as [[pet]]s on the {{key|z}} Status screen under the Animals submenu. However, tame vermin will only be claimed by those dwarves who admire those vermin.&lt;br /&gt;
&lt;br /&gt;
== Meat group ==&lt;br /&gt;
&lt;br /&gt;
Stray, untamed vermin that are caught in animal traps are edible, and will be eaten live as exotic cuisine by some people whose [[preferences]] swing that way.&lt;br /&gt;
&lt;br /&gt;
People who are [[food|starving]] will also attempt to find and eat vermin, but if they do not have a preference for that vermin as a food type, they will receive a bad [[thought]] from doing so. In a fortress with cats, it may be difficult or impossible for the dwarves to find enough vermin to survive starvation, as even a small number of cats are ruthlessly effective at controlling the vermin population.&lt;br /&gt;
&lt;br /&gt;
== Extracts from vermin ==&lt;br /&gt;
&lt;br /&gt;
Certain vermin, such as the fire snake, can be used to make [[extracts]]. At present, most extracts have no actual use in the game.{{version|0.27.169.33c}}&lt;br /&gt;
&lt;br /&gt;
== Eliminating vermin ==&lt;br /&gt;
&lt;br /&gt;
[[Cat]]s are chiefly useful for their ability to hunt down and kill vermin.  Cats will wander around the fortress killing vermin. As animals do not presently eat, this is done only for sport.{{version|0.27.169.33b}}  This reduces or eliminates the possibility of dwarves receiving bad thoughts for being accosted by vermin&amp;amp;mdash;dead vermin do not bother any dwarf&amp;amp;mdash;but exposes a risk that a rotting [[rat]] or other larger vermin will release a cloud of [[miasma]] and upset any dwarves who pass through the cloud. Vermin caught and killed in closing doors commonly leave [[blood]] and [[ichor]] behind which, if unchecked, can be tracked all over your fortress by your dwarves and other pets.&lt;br /&gt;
&lt;br /&gt;
Another method of controlling vermin is by building animal traps and periodically catching vermin with trappers to be consumed in some fashion.  The trapped vermin may be used for a variety of purposes, including being eaten, tamed, or made into extracts, or can be relocated to a cage so that the trap may be used again.&lt;br /&gt;
&lt;br /&gt;
== List of vermin ==&lt;br /&gt;
&lt;br /&gt;
Most catchable fish are technically considered &amp;quot;vermin&amp;quot; by the game, see the [[fish]] article for a complete list. Many vermin do not show up in [[Calendar|winter]]. [[Extracts]] are presently useless except for trade.{{version|0.27.169.33c}} Vermin with no &amp;quot;value&amp;quot; are not capturable (except, perhaps, by [[elves]]).&lt;br /&gt;
&lt;br /&gt;
=== All biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Toad||10||Spawns in pools, amphibious&lt;br /&gt;
|-&lt;br /&gt;
|Turtle||10||Spawns in pools, amphibious, [[fish]]able, has shell&lt;br /&gt;
|-&lt;br /&gt;
|Fly||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Large roach||5||Eats food, sometimes nests in groups&lt;br /&gt;
|-&lt;br /&gt;
|Beetle||n/a&lt;br /&gt;
|-&lt;br /&gt;
|Ant||n/a||Forms colonies on soil&lt;br /&gt;
|-&lt;br /&gt;
|Monarch butterfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Firefly||n/a||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Dragonfly||n/a||Flier&lt;br /&gt;
|-&lt;br /&gt;
|Lizard||10||Eats food, (carnivore)&lt;br /&gt;
|-&lt;br /&gt;
|Rat||10||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Limited biomes ===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Biomes&lt;br /&gt;
! Value&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|Worm||Taiga forest, Temperate, Tropical||n/a||Found on soil (shows as {{Tile|~|#ccc|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Blue jay||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Cardinal||Various temperate||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Grackle||Temperate grassland and savanna||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Oriole||Temperate broadleaf forest||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Red-winged blackbird||Temperate marsh||30||Bird&lt;br /&gt;
|-&lt;br /&gt;
|Hedgehog||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Chipmunk||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Gray squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Red squirrel||Temperate forest||10&lt;br /&gt;
|-&lt;br /&gt;
|Fox squirrel||Savage temperate forest||100&lt;br /&gt;
|-&lt;br /&gt;
|Demon rat||Any evil||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Fluffy wambler||Any good||20||Eats food (&amp;quot;gnawed&amp;quot;), sometimes nests in groups, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Two-legged rhino lizard||Any savage||20||Eats food (&amp;quot;gnawed&amp;quot;), exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Knuckle worm||Any evil||100||Rots food, exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Phantom spider||Any evil forest||n/a||Makes webs, bites to inject paralyzing venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Acorn fly||Any savage||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Blood gnat||Any evil||n/a||Found in swarms, flier, rots food&lt;br /&gt;
|-&lt;br /&gt;
|Moghopper||Any savage||20||Spawns in pools, amphibious, [[fish]]able, summer only, [[extracts|extract]] is mog juice&lt;br /&gt;
|-&lt;br /&gt;
|Fairy||Main good||10||Flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Pixie||Main good||n/a||Found in swarms, flier, glows&lt;br /&gt;
|-&lt;br /&gt;
|Cave spider||Subterranean water and chasm||n/a||Makes webs, bites to inject intermittently stunning venom, [[extracts]] are venom and antivenin, carnivore&lt;br /&gt;
|-&lt;br /&gt;
|Fire snake||Subterranean lava||*||Exotic pet, [[extracts|extract]] is liquid fire&lt;br /&gt;
|-&lt;br /&gt;
|Olm||Subterranean water||*||Exotic pet&lt;br /&gt;
|-&lt;br /&gt;
|Bat||Subterranean chasm||30||Flier, sometimes nests in large groups&lt;br /&gt;
|-&lt;br /&gt;
|Purring maggot||Subterranean chasm||*||Exotic pet, immobile, [[milk]]able for dwarven milk [[extracts|extract]], (shows as alternating {{Tile|{|#fff|#000}} and {{Tile|}|#fff|#000}} )&lt;br /&gt;
|-&lt;br /&gt;
|Cave swallow||Temperate broadleaf forest, subterranean||30||Exotic pet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; These are theoretically trappable and tameable, but have no [PETVALUE] defined. Their value might be based on their [MODVALUE]. Please verify their value when captured.'' {{verify}}&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25027</id>
		<title>40d:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma-safe&amp;diff=25027"/>
		<updated>2007-12-13T05:03:35Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: /* Calculations */ Ashes are magma-proof, which feels kinda like cheating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Currently, magma-safe materials are known to include [[iron]], [[steel]], [[bauxite]], and [[adamantine]], but currently it is difficult to control magma flow with floodgates since mechanisms must be made out of [[Rock|rocks]], most of which are non-magma-safe materials (Bauxite being a notable exception). [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=001614]&lt;br /&gt;
&lt;br /&gt;
Mechanisms made from raw adamantine are magma-safe, and will properly operate a magma-safe floodgate in a magma channel.  The mechanism on the trigger need not be magma-safe, only the one on the floodgate.  While raw adamantine is both rare and valuable, it appears to currently be less rare than bauxite.  In order to construct mechanisms from raw adamantine, you must first allow its use for non-economic purposes in the stock screen ({{key|z}} and select 'stone').  You might wish to remove other stone-using jobs while adamantine is available for use.&lt;br /&gt;
&lt;br /&gt;
== Calculations ==&lt;br /&gt;
&lt;br /&gt;
According to the raw data files, magma's temperature is somewhere between 1300°C and 1400°C, which translates to 2300°F&amp;amp;ndash;2500°F .&lt;br /&gt;
&lt;br /&gt;
Materials that resist magma are:&lt;br /&gt;
&lt;br /&gt;
Metal:&lt;br /&gt;
* [[Nickel]] &amp;amp;mdash; 2600°F (1427°C) {{verify}}&lt;br /&gt;
* [[Nickel silver]] &amp;amp;mdash; 2600°F (1427°C) {{verify}}&lt;br /&gt;
* [[Iron]] &amp;amp;mdash; 2680°F (1471°C)&lt;br /&gt;
* [[Steel]] &amp;amp;mdash; 2710°F (1488°C)&lt;br /&gt;
* [[Platinum]] &amp;amp;mdash; 3000°F (1649°C)&lt;br /&gt;
* [[Adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Stone:&lt;br /&gt;
* [[Bauxite]] &amp;amp;mdash; 3600°F (1982°C)&lt;br /&gt;
* [[Raw adamantine]] &amp;amp;mdash; 15000°F (8315°C)&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
* [[Ashes]]. If you can build a [[wood furnace]], you can follow up with a [[magma smelter]] (built of ashes) immediately. This might be a bug.{{version|0.27.169.33d}}&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=18888</id>
		<title>40d:Bars</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bars&amp;diff=18888"/>
		<updated>2007-12-13T04:58:54Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: see also Grate, cat Furniture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''For metal bars see [[Metal]].'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bars are essentially poles that block the movement of all but liquids and light. Meaning that while you can see through bars and let water or magma flow through them, no item or creature can pass. Bars can be both vertical and horizontal, that is they can be instead of walls or floors.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Bars can be built from the Site a [[Building]] menu ( {{k|b}} ). The hotkey for vertical bars is {{k|B}} and for floor bars it's {{k|Alt}} + {{k|b}}. Floor bars can only built where there is no floor. To remove the floor of a tile, you dig a [[channel]]. Bars can only be built from metal(strangely ashes and coal count as metal was well) and take only one bar to be build.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Grate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3678</id>
		<title>40d:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hatch_cover&amp;diff=3678"/>
		<updated>2007-12-13T04:57:10Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: /* Building Hatches */ Hatches *can* go on walls and floors; *can't* go on beds, stone/weapon/cage traps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Hatch cover''' is a circular covering for a hole in the ground, which is effectively a vertical door.  It is classed as [[furniture]] and can be built from several materials (e.g. [[rock]] at a [[mason's workshop]], [[wood]] at a [[carpenter's workshop]], or [[metal]] at a [[metalsmith's forge]]).&lt;br /&gt;
&lt;br /&gt;
When closed, hatches have the symbol {{Raw Tile|ç|Gray|Silver}}, and when open they look like empty space.&lt;br /&gt;
&lt;br /&gt;
== Hatch settings ==&lt;br /&gt;
&lt;br /&gt;
There are three options one can specify on a door from the {{K|q}} menu:&lt;br /&gt;
* {{K|l}} Forbid/Permit Passage&lt;br /&gt;
** A hatch set to Forbidden is impassable to any dwarves in the game. A hatch cannot be set Forbidden if it is open. Invading thieves may lock-pick and bypass a Forbidden hatch.&lt;br /&gt;
* {{K|o}} Keep Tightly Closed/Make Pet-Passable&lt;br /&gt;
** A hatchthat is pet-passable allows through traffic of pets. A pet can still pass through a hatch that is tightly closed if it does so while it is being held open by an object or dwarf.&lt;br /&gt;
* {{K|s}} Set as Internal/External&lt;br /&gt;
** A hatch set to external functions as a floor? when defining boundaries of a room such as a [[bedroom]]. A hatch set to internal allows the room boundaries to pour over.&lt;br /&gt;
&lt;br /&gt;
== Building Hatches ==&lt;br /&gt;
&lt;br /&gt;
After constructing a hatch at any of the above workshops, they must be &amp;quot;{{K|b}}uilt&amp;quot; (placed) like all other furniture.  Hatches can be built on any free floor tile, over empty space, or on top of down-staircases (or up/down staircases, or even up-staircases, although that last option won't do anything useful). Hatches cannot be placed on the same tile as most other constructions, including all [[furniture]] and [[trap]]s. However, they ''can'' be placed on &amp;quot;rough-hewn wall&amp;quot; tiles, which somehow leaves the wall intact! &amp;lt;!-- Yet to find out: Can you still dig a channel under a forbidden hatch? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To be used effectively, a hatch should either be placed above a downstair (or in an up/down stair) where, like a door, it will impede liquid flow while still allowing access; or alternatively it can be linked up to a lever (and probably placed above a channel, or lava, or below a river etc), which when pulled will temporarily open the hatch, allowing whatever is above to fall down below.&lt;br /&gt;
&lt;br /&gt;
Like [[grate]]s, hatches placed on top of floor tiles are purely decorative. Placing a hatch cover does not automatically dig out anything under the hatch.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21381</id>
		<title>40d:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterfall&amp;diff=21381"/>
		<updated>2007-12-13T04:18:38Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: more info on happy thoughts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Waterfalls can be found often in mountains. To locate them in the region map, check for rivers that cross tall cliffs. &lt;br /&gt;
&lt;br /&gt;
Waterfalls, like any other falling water, generate [[mist]] that makes your dwarves [[Thoughts|happier]]: &amp;quot;He was comforted by a lovely waterfall lately.&amp;quot; (Mist makes dwarves happy even if it's just from water cascading down a stairwell, which in real life might be more a cause for alarm.)&lt;br /&gt;
&lt;br /&gt;
Waterfalls can be used to drive water through a fort with nothing but gravity power: just push it through whatever [[channel]]s you desire and off the cliff side when it's done its course. Large reservoirs could probably be created by building a dam at one end.&lt;br /&gt;
&lt;br /&gt;
If it's cold enough for water to freeze, the waterfall will freeze as well, forming a partial wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Waterfall1.JPG]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[category:world]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21639</id>
		<title>40d:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Challenges&amp;diff=21639"/>
		<updated>2007-12-13T04:06:51Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: /* The great brewery */ copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This article was originally taken from the DF forums thread [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001269 &amp;quot;Goal-Based Dwarf Fortress&amp;quot;].''&lt;br /&gt;
&lt;br /&gt;
The general goal of [[Fortress Mode]] is to survive, acquire wealth, defend your wealth, and become the capital of your civilization. However, many players eventually experiment with [[Starting builds#Challenge builds|challenge builds]] or other goals. These are some goals to attempt or use as inspiration.&lt;br /&gt;
&lt;br /&gt;
== Howdy neighbors ==&lt;br /&gt;
&lt;br /&gt;
Build your fortress on a site with a [[goblin]] fort or other race. Dig in and take over their town.&lt;br /&gt;
&lt;br /&gt;
== Human &amp;quot;alliance&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Start a game centered on a human town. Build a wall around the town in stone, using a mine under the town. Do not take anything from the town, though the human guards will probably help with any sieges. For an extra challenge after finishing the wall, dig down to the [[aquifer]] and flood the town.&lt;br /&gt;
&lt;br /&gt;
== Stealth ==&lt;br /&gt;
&lt;br /&gt;
Create a hidden outpost close to a goblin lair. Impact the outside as minimally as possible - dig down right away, and deconstruct the wagon ASAP. No building outside or even going outside. Once your army is ready, launch a surprise attack.&lt;br /&gt;
&lt;br /&gt;
== Temple ==&lt;br /&gt;
&lt;br /&gt;
Designing a temple to Armok. Aesthetics count - the god will be very angry if there are no stained-glass windows and domed ceilings carved with frescoes. To gain more favor, make regular sacrifices and keep the fountains and rivers red with [[Blood|blood]].&lt;br /&gt;
&lt;br /&gt;
== The great brewery ==&lt;br /&gt;
Disaster has struck the kingdom. A strangely  glowing [[Fire|‼]]&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;peasant[[Fire|‼]] visited the greatest brewery of the empire, and as a result the whole thing exploded. No time for weeping &amp;amp;mdash; create its successor, a fort dedicated to alcohol production, and get the alcohol supplies flowing! Try to make the widest variety possible, and give or trade it to the dwarven [[caravan]] each year.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
&lt;br /&gt;
The kingdom's coffers need lining, so hop to! Found a fort and start accumulating wealth as fast as possible. Attain as high a fortress value as possible, and make most of your wealth into coins for the vault. Try to beat your record for one year, two years, or five years.&lt;br /&gt;
&lt;br /&gt;
== Artifact ==&lt;br /&gt;
&lt;br /&gt;
There are rumors that a haunted locale was once home to a legendary artifact crafter. No one has returned with any of his artifacts, but they were not as dedicated as your dwarves - you're staying until you can claim an artifact! Found a fort in a haunted or terrifying location and survive until a dwarf successfully crafts an artifact via possession.&lt;br /&gt;
&lt;br /&gt;
== Assassination ==&lt;br /&gt;
&lt;br /&gt;
Your group of seven has been chosen to assault a goblin fortress - and you're not getting any backup. Turn off immigration, and try to slay the goblin leader and escape without casualties. For extra challenge, bring no picks.&lt;br /&gt;
&lt;br /&gt;
== Biodome ==&lt;br /&gt;
&lt;br /&gt;
All material, seeds, food, tools, and dwarves must be in the fortress within one year. Then, seal up the entrance. Any new immigrants, well, they might be in trouble. Survive for as long as possible!&lt;br /&gt;
&lt;br /&gt;
== Retirement resort ==&lt;br /&gt;
&lt;br /&gt;
Build a dwarven paradise, free from labor. All peasant immigrants should be removed from every job, including hauling, and given a great place to live. Make sure to include fun activities and plenty of parties.&lt;br /&gt;
&lt;br /&gt;
== Sparta ==&lt;br /&gt;
&lt;br /&gt;
Maintain a military of at least 50% of your dwarves; only use bronze melee weapons (no crossbows). Use no traps, and kill any maimed dwarf. Seek out military conflict with all non-Greek...er, non-dwarves.&lt;br /&gt;
&lt;br /&gt;
== Commune ==&lt;br /&gt;
&lt;br /&gt;
All your dwarves have all labors enabled. Dwarves sleep only in barracks, and no dwarf, including administrators, can be assigned any personal rooms. If the nobles find this upsetting, don't hesitate to make the corridors run red with the [[Blood|blood]] of the bourgeoisie. Obviously, don't mint any coins either. (Dwarves can take turns with wood cutting and mining, since they can't have both at once.)&lt;br /&gt;
&lt;br /&gt;
== Glass fortress ==&lt;br /&gt;
&lt;br /&gt;
Anything that can be made out of [[glass]], will be made only from glass. Doors, tables, chairs, floodgates, bridges, stairs, workshops (except the first workshops needed to make glass), you name it. Extra points for clear and crystal glass. For even more challenge, build it entirely above ground with glass walls and windows.&lt;br /&gt;
&lt;br /&gt;
A similar challenge could be done with metal or wood.&lt;br /&gt;
&lt;br /&gt;
== Underwater fortress ==&lt;br /&gt;
&lt;br /&gt;
Encase your entire fortress in [[water]]! Your fortress should be watersealed, and surrounded by water against all [[wall]]s. Water should be covering the top of your fortress as well.&lt;br /&gt;
You can achieve this by diverting a lots of water, or digging into a frozen lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonus: Build all water-touching walls/roof in clear glass!&amp;lt;br/&amp;gt;&lt;br /&gt;
Alternative: Use [[magma]] instead of water!&lt;br /&gt;
&lt;br /&gt;
== Mountain audit/core sample ==&lt;br /&gt;
&lt;br /&gt;
Start in a mountainous area and strip mine everything down, down, down to ground level. Stockpile everything, and calculate the mountain's composition. For kicks, try not excavating one tile on each z-level. You'll be left with one enormous core sample.&lt;br /&gt;
&lt;br /&gt;
== Single dwarf challenge ==&lt;br /&gt;
&lt;br /&gt;
One dwarf. Bring only a set of [[armor]], a [[weapon]], and a few meat. Spend time working on fighting skills. Fight off enemies by yourself. No [[workshops]], pets, [[farming]], [[fishing]], gathering, or digging.&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;[[Adventure Mode]]&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
== Hippy challenge ==&lt;br /&gt;
&lt;br /&gt;
Peace, man.  Don't harm any plants except those you plant yourself.  Don't cut down any trees, and don't trade for logs with the filthy humans or dwarves who do.  You can trade for plants with the elves, they understand your environmental code.  Don't burn any coal, do you know what that does to the environment, man?  Never cause any creature's death, so no military, and no lethal traps.  You can use cage traps, and either tame the creatures you catch, or release them back into the wild, far from your fort.  &lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a goblin fort or cave.&lt;br /&gt;
&lt;br /&gt;
== Segregation ==&lt;br /&gt;
&lt;br /&gt;
Make two seperate,working, independant fortresses. All the men go in one, all the women in the other.&lt;br /&gt;
&lt;br /&gt;
== No singles ==&lt;br /&gt;
&lt;br /&gt;
As soon as you get a married couple with an immigration wave, kill all single dwarves. Continue to do so with all immigration waves. Try to lose no children.&lt;br /&gt;
OR: kill all children and try to deal with the tantruming parents. In that case: no legendary dining rooms/statue gardens/zoo's allowed.&lt;br /&gt;
&lt;br /&gt;
== Santa Claus ==&lt;br /&gt;
Get ten thousand toys built and offered to caravans yearly. Optionally, build ten thousand toys, fetch them in adventure mode and deliver them to every single city of the world.&lt;br /&gt;
&lt;br /&gt;
== Unwelcome Guests ==&lt;br /&gt;
Live in a goblin tower without being noticed by the residents.&lt;br /&gt;
&lt;br /&gt;
== How high can you go? ==&lt;br /&gt;
Construction, construction, construction! Just how big a tower can you build? Out of glass maybe, crystal glass? Steel? Pump water to the top? Make your tower a ''pinnacle'' of achievement and stun humans, elves and goblins alike- for they know nothing of construction and engineering like dwarves do!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17087</id>
		<title>40d:Gabbro</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gabbro&amp;diff=17087"/>
		<updated>2007-12-13T03:56:41Z</updated>

		<summary type="html">&lt;p&gt;Quuxplusone: typo Microline -&amp;gt; Microcline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone_layer|name=Gabbro|tile=▒|color=#888|basic_color=#888|color2=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Igneous intrusive layer]]&lt;br /&gt;
* [[Material value]] 1&lt;br /&gt;
|contains=&lt;br /&gt;
* [[Garnierite]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
* Olivine&lt;br /&gt;
:* [[Native platinum]]&lt;br /&gt;
:* Serpentine&lt;br /&gt;
:* Chromite&lt;br /&gt;
* Kimberlite&lt;br /&gt;
* Ilmenite&lt;br /&gt;
* Pyrolusite&lt;br /&gt;
* Hornblende&lt;br /&gt;
* Orthoclase&lt;br /&gt;
* Microcline&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Igneous Intrusive Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Quuxplusone</name></author>
	</entry>
</feed>