<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Qwip</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Qwip"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Qwip"/>
	<updated>2026-07-15T19:59:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Stone_Layers&amp;diff=17230</id>
		<title>Category:Stone Layers</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Stone_Layers&amp;diff=17230"/>
		<updated>2008-10-16T16:28:57Z</updated>

		<summary type="html">&lt;p&gt;Qwip: clarified link to stone layers page from category page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When picking a starting location, you will be shown what layers of stone are prominent in the area you have selected, and this will give you a clue on what kind of [[ore]] to expect, if [[flux]], [[sand]] or some other special feature is available.&lt;br /&gt;
&lt;br /&gt;
For more information, see the article on [[stone layers]]. (This page is for the stone layers &amp;quot;category&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23283</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23283"/>
		<updated>2008-10-15T20:42:34Z</updated>

		<summary type="html">&lt;p&gt;Qwip: /* Speeding the job of linking */  lots of  hauling involved, often&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26743</id>
		<title>40d Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Millstone&amp;diff=26743"/>
		<updated>2008-10-15T20:07:21Z</updated>

		<summary type="html">&lt;p&gt;Qwip: Millstone workshop template probably should have a &amp;quot;Power&amp;quot; section, similar to gear&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;
==z-level (-1)==&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 unnecessary too you could put the mill directly under the vertical axle/ 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 0.27.169.33d) I've updated the article accordingly. --[[User:Quuxplusone|Quuxplusone]] 01:40, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I added a note to the page to qualify:  If you build a millstone and then a windmill above it, your stone will not be powered!  You must build the windmill first and then the millstone. --[[User:Zwergner|Zwergner]] 00:10, 2 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Why is the room on -1 2x2? Doesn't it only have to be 2x1? --[[User:Mikaka|Mikaka]] 22:09, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vs. Quern ==&lt;br /&gt;
&lt;br /&gt;
Is a Millstone better than a Quern? --[[User:Mitchy|Mitchy]] 13:06, 22 July 2008 (EDT)&lt;br /&gt;
:It has to. It uses 10 power for a reason. --[[User:Someone-else|Someone-else]] 21:43, 22 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==template &amp;quot;power&amp;quot; section==&lt;br /&gt;
Millstone workshop template probably should have a &amp;quot;Power&amp;quot; section, similar to [[gear]]. --[[User:Qwip|Qwip]] 16:07, 15 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15388</id>
		<title>File:DF Terraform.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15388"/>
		<updated>2008-10-15T19:17:47Z</updated>

		<summary type="html">&lt;p&gt;Qwip: moving left to right, except in figure 2b.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown in cross-section (aka elevation).&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure, generally moving from left to right (except in figure 2b).  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8775</id>
		<title>40d:Mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mining&amp;diff=8775"/>
		<updated>2008-10-15T19:16:37Z</updated>

		<summary type="html">&lt;p&gt;Qwip: expanded digging caption to explain the 10 figures/scenarios.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mining''' is an essential part of building a fort in Dwarf Fortress. There are several reasons you might want to mine, such as [[exploratory mining|searching]] for various [[stone types]], or simply to create the basic tunnels and [[rooms]] in your fort. Mining a tile preserves both the floor and ceiling of that tile.&lt;br /&gt;
&lt;br /&gt;
== Making a dwarf a miner ==&lt;br /&gt;
&lt;br /&gt;
# Specify your dwarf to be a miner via {{K|v}}iew, {{K|p}}ref, {{K|l}}abor.&lt;br /&gt;
# Select &amp;quot;Mining&amp;quot; using {{K|+}} or {{K|-}}, press {{K|enter}}.&lt;br /&gt;
A [[miner]] also requires an available [[pick]].&lt;br /&gt;
&lt;br /&gt;
== Designating the area to be mined ==&lt;br /&gt;
&lt;br /&gt;
# Press {{K|d}}esignate to bring up the [[Designations]] menu.&lt;br /&gt;
# Highlight '''Mine''' (it's highlighted by default) by pressing {{K|d}} again.&lt;br /&gt;
# Move the cursor to the starting point, press {{K|enter}}. You should see a green flashing cross symbol indicating that it's in Selection Mode.&lt;br /&gt;
# Move the cursor to another point to define the opposite corners of a rectangle, press {{K|enter}} again. A yellow area should now be highlighted, indicating the area to be mined.&lt;br /&gt;
&lt;br /&gt;
== Mined walls ==&lt;br /&gt;
&lt;br /&gt;
When a tile has been mined, the surrounding walls and floor will most likely be some kind of rough stone. To make these surfaces look less primitive, you can [[smooth]] and [[engrave]] them. [[Soil]]s, such as loam, clay, or sand, cannot be smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
&lt;br /&gt;
Any useful material such as rock or [[ore]] is deposited on the ground excavated by the tile, and while loose stone will not impede movement, it can prop open [[door]]s, slow construction, and prevent open space from being used as a [[stockpile]]; therefore it is often desirable to haul stones away. You can assign stone hauling duties to specific dwarves just like you assigned them to be a miner. Make sure you have stockpiles where all the different [[stone]] types can be stored, too. Be careful which dwarves you assign to hauling if you have a massive dig going, or they might drop whatever other important stuff they were doing just to clear the paths. Typically miners will mine out stone far faster than haulers can properly clear it, particularly if the stockpile is a distance away. It is also possible to designate stone to be [[dump]]ed, although this is considered an [[exploit]], as a 1x1 garbage dump can hold an infinite number of items.&lt;br /&gt;
&lt;br /&gt;
There are alternatives to hauling. [[Mason]]s or [[Stone crafter]]s can build their respective [[workshops]] next to or on top of a large pile of stone for clearing, and then create items out of the stone to clear it. Masons can create [[furniture]] (which takes as much space as the original stone itself, but is at least useful); they can also create [[block]]s, which unlike stone and furniture can be stacked in [[bin]]s. Craftdwarves can create various smaller items which can also be stacked in bins. Assuming you have sufficient bins, place a stockpile right next to the worksite and your haulers will only have to take the items a very short distance to place them neatly in stacks. This is a huge timesaver on large projects. Just be careful about what you make. Stone blocks are useful, but a bin completely full of stone blocks is extremely heavy and hard to move around. [[Crafts]] of all sorts are usually very light, but certain job types make multiple products out of single stones, which will multiply your hauling problem. Stone crafts, as opposed to, for instance, [[mug]]s, will produce single, lightweight, somewhat valuable items that are easy to stack and move.&lt;br /&gt;
&lt;br /&gt;
Not hauling at all is also possible. You don't have to clear the rubble.&lt;br /&gt;
&lt;br /&gt;
== Digging in 3D ==&lt;br /&gt;
&lt;br /&gt;
[[Image:DF_Terraform.PNG|thumb|664px|&lt;br /&gt;
&lt;br /&gt;
In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown in cross-section (aka elevation).&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure, moving from left to right (except in figure 2b).  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;br /&gt;
]]&lt;br /&gt;
&lt;br /&gt;
The map is divided in ''layers''. Tiles on each layer are composed by whatever is on that tile, and the floor (or absence of floor) below it. A virgin rock tile is composed of a wall of rock and a floor of rock, for example. The ''ceiling'' of a tile is the same thing as the floor of the layer above that tile.&lt;br /&gt;
&lt;br /&gt;
The most basic dig action is {{K|d}} '''mine'''. When this option is selected you can mark areas to be hollowed out from the current layer. Mining a tile preserves both the floor and the ceiling of that tile. [[Channel]]ing, by contrast, removes the current floor and mines out the level below, while [[stairs]] and [[ramp]]s enable creatures to move between levels.&lt;br /&gt;
&lt;br /&gt;
Indiscriminate digging may cause [[Cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Dig Priority==&lt;br /&gt;
&lt;br /&gt;
Dwarves mine in veins: after mining a tile, a miner will pick the &amp;quot;next&amp;quot; tile (a tile that is adjacent to the one just mined). If there are several possible &amp;quot;next&amp;quot; tiles, miners use an algorithm to determine which to mine next. This can be inefficient and break a large area into a large number of veins.&lt;br /&gt;
&lt;br /&gt;
To pick a vein (which is to say, a tile designated for some kind of dig job), dwarves seem to use a strategy similar to the one used for chopping [[tree]]s or selecting [[plants]] to gather. Generally, they seem to pick the deepest, northwestern-most vein{{verify}}. Notably, dwarves &amp;lt;i&amp;gt;do not&amp;lt;/i&amp;gt; pick the closest vein.&lt;br /&gt;
&lt;br /&gt;
Dwarves have a priority over which side they will mine out from. Unless there is something in the way, miners will try to walk around unmined areas to reach these preferred sides, even if that path is very long. In order from most preferred to least preferred, dwarves prefer to stand on the tile to the: &amp;lt;blockquote&amp;gt;West &amp;gt; East &amp;gt; North &amp;gt; South &amp;gt; NW &amp;gt; SW &amp;gt; NE &amp;gt; SE&amp;lt;/blockquote&amp;gt; of the tile being dug.&lt;br /&gt;
&lt;br /&gt;
Because dwarves all use the same method to choose veins, dwarves tend to dig tiles near other dwarves. This makes having multiple dwarves dig together a bit problematic, as they will often get in each others' way.&lt;br /&gt;
&lt;br /&gt;
Z-axis preferences untested, though it appears to me that dwarves prefer to dig out lower areas from a diagonally located area (i.e. not standing on the down stairs while digging out the up stairs directly below the down) {{verify}}.&lt;br /&gt;
&lt;br /&gt;
These details are accurate for version 38b; they are likely to change in later versions.&lt;br /&gt;
&lt;br /&gt;
In .38c the dwarves choose the lowest and northwestern of possible veins. &lt;br /&gt;
&lt;br /&gt;
== Map structure ==&lt;br /&gt;
&lt;br /&gt;
If you are still confused about tunnels, floors and ceilings created by the mine command then look at the following diagram:&lt;br /&gt;
&lt;br /&gt;
 TOP VIEWS:      SIDE VIEW:&lt;br /&gt;
   LAYER 3       FROM -&amp;gt; &lt;br /&gt;
   ██████..-     5 ██████&lt;br /&gt;
   ██████..-     4 ██████&lt;br /&gt;
 -&amp;gt;██████..-     3 ██████__&lt;br /&gt;
   ██████..-     2 ████  &lt;br /&gt;
   ██████..-     1 █████████&lt;br /&gt;
   &lt;br /&gt;
   LAYER 2&lt;br /&gt;
   ████████.&lt;br /&gt;
   ████████.&lt;br /&gt;
 -&amp;gt;████.....&lt;br /&gt;
   ████████. &lt;br /&gt;
   ████████.&lt;br /&gt;
   &lt;br /&gt;
 Key:&lt;br /&gt;
 █ Solid rock&lt;br /&gt;
 . Floor, visible from this layer&lt;br /&gt;
 - Empty space, with a floor below&lt;br /&gt;
 _ Ceiling (undermined section)&lt;br /&gt;
&lt;br /&gt;
The Top Views try to show how digging into the mountain (on Layer 2) leaves a ceiling (floor) on the layer above. This is represented on the Side View by a thin line. Try to think of the [[mountain]] as a series of boxes where with a thin lid ontop of each. At any place the box can be filled or empty, and the lid above be there or not there. For example, you can create a [[wall]] and build a [[floor]] on top of it. (Building a wall creates a floor on the next level by default, but this doesn't stop you building another floor construction on top of it!)&lt;br /&gt;
&lt;br /&gt;
''Revised theory'': Imagine the 3D world as a grid of boxes. Each box can have one of three states; [[Wall]]ed, [[Open space]], [[Floor]].&lt;br /&gt;
*Each cube can only be in one of these states.&lt;br /&gt;
*If a tile is Walled it is inaccessible, but the box above can be walked on (if an Open space or a Floor).&lt;br /&gt;
*If it is [[Open space]], then it has no Floor and may be accessible.&lt;br /&gt;
*If a Floor is present, then the box is accessible.&lt;br /&gt;
*Additionally, floor constructions can be built in an Open space or a Floor box provided there is access from the side&lt;br /&gt;
--[[User:Markavian|Markavian]] (Please discuss)&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;''They eat your caves!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Mining into damp walls usually leads [[flood]]ing. Be especially careful near large [[river]]s and [[aquifer]]s. The game will warn you before this actually occurs.  Note that damp walls still occur below rivers and aquifers but will not flood unless the above floor is removed (digging [[ramp|ramps]], etc).&lt;br /&gt;
* Mining into warm walls usually leads to [[magma]] flooding. The game will warn you before this occurs.  Like damp walls, mining warm walls will not flood magma if you are 1 z-level below the magma unless the floor above is also removed.&lt;br /&gt;
* Building [[channel]]s will not only remove the floor of the current level, but also mine the walls out of the level below. It is not possible to remove the floor without also creating empty space on the level below.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Map tile]]s &amp;amp;ndash; Different types of walled, floor and open spaces&lt;br /&gt;
* [[Exploratory mining]] &amp;amp;ndash; Mining focused on finding valuable [[stone]]&lt;br /&gt;
* [[Stone]] &amp;amp;ndash; A list of different types of stones and ores left behind from mining.&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Soil]] &amp;amp;ndash; A list of soil types.&lt;br /&gt;
===Other digging actions===&lt;br /&gt;
* [[Ramp]]&lt;br /&gt;
* [[Stairs]]&lt;br /&gt;
* [[Channel]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15387</id>
		<title>File:DF Terraform.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15387"/>
		<updated>2008-10-15T19:14:15Z</updated>

		<summary type="html">&lt;p&gt;Qwip: tweaked once more...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown in cross-section (aka elevation).&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e. &lt;br /&gt;
&lt;br /&gt;
Gray/black areas represent un-mined rock, cyan/black represents mined-out areas. Solid green represents  existing floor &amp;quot;tiles&amp;quot;, cyan represents mined-out floor tiles. Up stairs, down stairs, and ramps are red, blue, and mustard (yellow) respectively.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure.  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15386</id>
		<title>File:DF Terraform.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15386"/>
		<updated>2008-10-15T19:04:21Z</updated>

		<summary type="html">&lt;p&gt;Qwip: I can't count.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the 10 figures above, there are multiple &amp;quot;digging&amp;quot; scenarios shown.&lt;br /&gt;
In row 1, the first figure on the left (1a), is starting point for the 4 scenarios to the right (1b-1e).&lt;br /&gt;
In row 2, the first figure on the left (2a), is starting point for the next 3 scenarios to the right (1b-1d). Figure 1d is then used as the starting point for 1e.&lt;br /&gt;
&lt;br /&gt;
In each of the 8 &amp;quot;digging&amp;quot; scenarios (1b-1e and 2b-e), the dwarf miner is shown as having completed the command(s) listed in that figure.  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  Example 1, Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command. Example 2, Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15385</id>
		<title>File:DF Terraform.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15385"/>
		<updated>2008-10-15T18:51:03Z</updated>

		<summary type="html">&lt;p&gt;Qwip: Caption expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each of these 8 figures represent a single &amp;quot;digging&amp;quot; scenario.  &lt;br /&gt;
&lt;br /&gt;
In each &amp;quot;digging&amp;quot; scenario, the dwarf miner is shown as having completed the command(s) listed in that figure.  Each individual command is separated by a comma &amp;quot;,&amp;quot;.  (The &amp;quot;x2&amp;quot; notation indicates that the command is completed twice.) The dwarf has completed those commands in the order they are listed.  For example:&lt;br /&gt;
&lt;br /&gt;
Second figure from right, on top: &amp;quot;Up/down stairs&amp;quot; is a single command.&lt;br /&gt;
&lt;br /&gt;
Top right figure: &amp;quot;Down, up/down, up, mine x2&amp;quot; is five separate commands.&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15384</id>
		<title>File:DF Terraform.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:DF_Terraform.PNG&amp;diff=15384"/>
		<updated>2008-10-15T18:41:39Z</updated>

		<summary type="html">&lt;p&gt;Qwip: added caption/description (not sure if .PNG will be lost?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each of these 8 figures represent a single scenario.&lt;br /&gt;
In each scenario, the dwarf miner is shown having completed the command(s) listed in that figure. The dwarf has completed those commands in the order they are listed.&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43562</id>
		<title>v0.31:Hide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hide&amp;diff=43562"/>
		<updated>2008-10-14T14:01:04Z</updated>

		<summary type="html">&lt;p&gt;Qwip: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can '''hide and unhide Items and Buildings''' as of v0.28.181.39a using the designation menu or look mode.&lt;br /&gt;
&lt;br /&gt;
Hidden items/[[buildings]] will still be there and will still be available to [[dwarves]] usage, except they will not be visible on screen and will instead show what is on the tile other than they (or just the tile alone). You can still view the object in look mode.&lt;br /&gt;
&lt;br /&gt;
To hide or unhide a building or item, you can loo{{k|k}} at an item, and then press {{k|h}} to hide/unhide that item, or, alternatively, you can use the {{k|d}}esignations menu, get into the item options menu with {{k|b}} and {{k|h}}ide or un{{k|H}}ide a large group of items/buildings.&lt;br /&gt;
&lt;br /&gt;
Note that if you hide all [[stone]] from the stock menu, all buildings made of stone will be hidden as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19269</id>
		<title>40d Talk:Wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wall&amp;diff=19269"/>
		<updated>2008-10-10T17:05:25Z</updated>

		<summary type="html">&lt;p&gt;Qwip: Do walls hold back liquids?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a way to build walls on areas (like when designating a stockpile) instead of tile per tile? Very boring work when constructing long walls... --[[User:Mizipzor|Mizipzor]] 13:40, 4 November 2007 (EST)&lt;br /&gt;
:Not as of {{ver|0.27.169.33a}}. --[[User:Ikkonoishi|Ikkonoishi]] 14:11, 4 November 2007 (EST)&lt;br /&gt;
The text of the article seems to suggest that engravings and smoothing can be done on constructed walls.  In my experience, a constructed wall is described as a &amp;quot;Granite Block Wall&amp;quot; and does not accept either smoothing or engraving commands.  It also highlights with a flashing green &amp;quot;C&amp;quot; in designation mode, indicating it is constructed.  If I'm wrong, I'd love to know how to accomplish this!&lt;br /&gt;
Also, the article text indicates that a wall must be built above certain types of solid object.  In my experience, this is not true; you can build a wall over empty space provided you build ''beside'' an existing solid structure.  This is key when building spiral ramps within towers, etc.&lt;br /&gt;
I'm very new to wiki editing, so I'm not going to touch the article itself at this point.  If someone would like to verify...?--[[User:Doctorlucky|Doctorlucky]] 04:10, 12 November 2007 (EST)&lt;br /&gt;
:All right, some experimentation has determined how walls are named and how the operate.  I'll use &amp;quot;felsite&amp;quot; as my material in the examples:  A wall which is comprised of naturally-occurring rock or other material is called a &amp;quot;Rough-hewn Felsite Wall&amp;quot;.  Smoothed, it becomes a &amp;quot;Smoothed Felsite Wall&amp;quot;.  A wall constructed of mined stone using the building menu is described as a &amp;quot;Rough Felsite Block Wall&amp;quot; while one made out of stone block (prepared by a mason) is a &amp;quot;Felsite Block Wall&amp;quot;.  Neither type of constructed wall is engravable or smoothable, and both type look identical to a smoothed natural wall. [[User:Doctorlucky|Doctorlucky]] 18:40, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Any idea why constructed walls cannot be engraved? It seems somewhat counterintuitive. --[[User:Trithemius|Trithemius]] 09:15, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I had a dwarf build an engraved wall. I think all I used was the normal build wall command and nothing more, but I wasn't really paying attention, i just needed to fill in an extra wall section. When I went back one section of the wall looked weird, and when I looked at it and pressed enter a description of the engraving came up. However it is still called a rough basalt block wall not an engraved wall.  [[User:Afu|Afu]] 05:08, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do glass walls block LoS? [[User:Rkyeun|Rkyeun]] 20:18, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Has anyone come across a bug where built walls do not produce a floor on the z level above? I was building two small towers and for some reason some constructed walls are being built without anything above them, it doesn't even show up (using looK) as Open Space but it is displaying the - symbol normally used for open space. Most frustrating is it I rip it down and built the wall again it does it again. Both towers were the same other than material used and one has this problem along one face while the other is fine.&lt;br /&gt;
[[User:Yvain|Yvain]] 05:42, 26 February 2008 (EST)&lt;br /&gt;
:yes, but it was fixed several versions ago, in 176.38a and ive not had it happen again since. from the Devlog:&lt;br /&gt;
 * fixed problem leading to floors not being placed above some constructed walls&lt;br /&gt;
:-[[User:Chariot|Chariot]] 14:40, 26 February 2008 (EST)&lt;br /&gt;
::Now I feel stupid, I downloaded 176.38a but didn't actually unzip/install it. Thanks. [[User:Yvain|Yvain]] 15:25, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed it's not always necessary to have a z+0 wall supporting a z+1 wall (on top of) as long as there is an access via a floor. Thus one can achieve a &amp;quot;protuberant&amp;quot; type construction which is physically eerie. Is it a known bug or on purpose?--Annales&lt;br /&gt;
:It's just how support and cavein code works for now. You can call it &amp;quot;on purpose&amp;quot;, but i's going to change someday (and don't forget signing)--[[User:Dorten|Dorten]] 04:52, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==wall strength==&lt;br /&gt;
&lt;br /&gt;
does the strength of the wall change depending on the material? doors gain strength when made of iron. --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
:AFAIK, walls are basically invulnerable still (33g), if not permanently so. So at this time, no relevant tests can be done to determine if one wall is more or less resilient than another. --[[User:N9103|Edward]] 21:55, 3 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Wooden walls will block magma... Ashen (from ash - burned wood, not ash - kind of tree) walls block stones fired from catapult. I think that's enough to say that strength of the wall doesn't depend on anything. --[[User:Someone-else|Someone-else]] 21:13, 4 May 2008 (EDT)&lt;br /&gt;
::: ok, tohught trolls could break through walls, if not, KOOL  --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
== One way to make your masons behave ==&lt;br /&gt;
&lt;br /&gt;
So I've dug a tunnel that'll carry a flow of magma, and I just need to plug the access corridor I used during its excavation before unleashing the torrent. And of course, my idiot mason ''insists'' on walling himself up inside the magma tunnel. I could provide escape stairs, but really, why should I compromise my fortress' aesthetics for the sake of that suicidal dunce? So here's what I did:&lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 ..S.. &amp;lt;- lava channel&lt;br /&gt;
 ##W##&lt;br /&gt;
 ##.## &amp;lt;- access corridor&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;W&amp;quot; is where I want to build a wall, and &amp;quot;S&amp;quot; is where the mason insisted on standing while building it. So I crafted a cheapo stone statue, placed it at S, and it forced the mason to stand on the other side of W to build it. Then when the magma came through it melted the statue away.&lt;br /&gt;
&lt;br /&gt;
I hope the statue was a self-portrait. [[User:Bryan Derksen|Bryan Derksen]] 20:58, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: You know, a simple door would've done the trick.  You place a door instead of an actual wall, make it forbidden (and tightly closed) once the idiot has returned to his other things.  It holds magma for now (and is cheaper and faster than building both a wall and a statue).  [[User:MagicGuigz|MagicGuigz]] 11:14, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Waterproof? ==&lt;br /&gt;
Do walls hold back liquids similar to a closed door? &lt;br /&gt;
I assume water, yes. And magma only if its a steel wall?&lt;br /&gt;
-- [[User:Qwip|Qwip]] 13:05, 10 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=43433</id>
		<title>40d Talk:Key bindings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Key_bindings&amp;diff=43433"/>
		<updated>2008-10-10T13:45:13Z</updated>

		<summary type="html">&lt;p&gt;Qwip: request clarification on upZ &amp;amp; downZ key bindings for laptop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mac key bindings ==&lt;br /&gt;
&lt;br /&gt;
Current Mac versions (27c and 28b) seem to ship with the 'exit' key already set to F8, so I've removed the section. &amp;amp;mdash;[[User:Emnar|Emnar]] 22:02, 15 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Key bind names? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to change key bind names? &amp;quot;Key DB Key DDMinus=&amp;quot; for &amp;quot;[]-+&amp;quot; looks ugly and occasionally overruns its allotted space. --[[User:MarauderIIC|MarauderIIC]] 14:56, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Additional Up/Down Z-Level Keys==&lt;br /&gt;
Are these settings the suggested new keybindings, or just repeating what is already in the interface.txt file?&lt;br /&gt;
Using the settings below on a laptop, it seems that my PgUp and PgDn keys now move my look command diagonally northwest and southwest, just like 9 and 3 do. Or is this double-binding 9 and 3 to both upright/downright as well as upZ and downZ?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[STANDARDSCROLL_PAGEUP:9]&lt;br /&gt;
[STANDARDSCROLL_PAGEDOWN:3]&lt;br /&gt;
[CURSOR_UPRIGHT:]&lt;br /&gt;
[CURSOR_DOWNRIGHT:]&lt;br /&gt;
[CURSOR_UP_Z_AUX:9]&lt;br /&gt;
[CURSOR_DOWN_Z_AUX:3]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
I haven't played since before z-axis, so I'm pretty clueless with regards to which keys I can safely bind and which make more sense on a laptop.&lt;br /&gt;
Thanks muchly!&lt;br /&gt;
--[[User:Qwip|Qwip]] 09:45, 10 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Qwip</name></author>
	</entry>
</feed>