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	<updated>2026-04-11T13:16:44Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135317</id>
		<title>v0.31 Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135317"/>
		<updated>2011-01-25T02:12:33Z</updated>

		<summary type="html">&lt;p&gt;RSOG: /* Verfy for 31.18? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;so you can start a fire using a small amount of magma but does anyone know how long things take to burn? cos if it's sufficiently long enough it might be possible to sustain a bonfire pit by throwing &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; logs into it from above [[User:Cpad|Cpad]] 12:46, 24 June 2010 (UTC)&lt;br /&gt;
:I think it is possible to keep a fire going this way. Things burn for quite some time (several game days) --[[User:MathFox|MathFox]] 16:03, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What if you construct a furnace out of wood, won't that start a fire? [[Special:Contributions/81.167.17.12|81.167.17.12]] 21:40, 9 July 2010 (UTC)&lt;br /&gt;
: I believe [[furnace]]s must be built from [[fire-safe]] materials. [[Special:Contributions/82.33.198.163|82.33.198.163]] 16:47, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Infinite fire can be achieved by igniting a grate made from lignite/coal and then building it, this can be very !!fun!! for the dwarfs doing the building though!--[[User:Haydosss|Haydosss]] 08:17, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
so I just read on the trap design page(under dwarven incinerator) that stuff starts burning at it's ignition temp and stops when it melts, meaning things with no melting temp(lignite/graphite) will burn forever unless extinguished. Is this true and if so why is it not mentioned here???? [[User:Cpad|Cpad]] 05:52, 10 November 2010 (UTC)&lt;br /&gt;
: In 40d it was true. I am unsure if it is still true. If it is still true, it's probably not mentioned yet because all the DF2010 pages are relatively new. Someone should confirm if it remains true and add it here if it is. [[User:Calite|Calite]] 21:14, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verfy for 31.18? ==&lt;br /&gt;
&lt;br /&gt;
My fortress was recently attacked by a dragon. It breathed fire everywhere, but nothing actually ignited. Dwarves caught in the blast &amp;quot;Died from the heat&amp;quot; or &amp;quot;Bled to death,&amp;quot; but their corpses (all 170 of them) and belongings remained uncombusted. Does fire still exist in 31.18? (RSOG; don't know how to sign my posts.)&lt;br /&gt;
:Answering myself, yes, fire still exists - magma will still ignite things, but dragonfire does not seem to. [[User:RSOG|RSOG]] 02:12, 25 January 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>RSOG</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=135308</id>
		<title>v0.31:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=135308"/>
		<updated>2011-01-24T21:31:59Z</updated>

		<summary type="html">&lt;p&gt;RSOG: /* Internship ({{L|bookkeeper}}) */  Deleted. It doesn't work anymore, since Highest Precision no longer requires 24/7 bookkeeping.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:28, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarfs in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarfs. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ({{L|siege operator}})====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your {{L|siege engineer}} will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when {{L|elephant}}s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*{{L|Siege operator}}s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ({{L|manager}})====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
&lt;br /&gt;
====Gulag ({{L|miner}})====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since {{L|pick|picks}} can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of {{L|iron}}, or, if you are really living large, {{L|bronze}} or even {{L|steel}}.  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary {{L|marksdwarf}} more useful, since the pathetic bludgeon damage of his {{L|wood}} and {{L|bone}} {{L|Weapon#Dwarf-manufactured Weapons|crossbows}} are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight {{L|cave adaptation}} in your military candidates.&lt;br /&gt;
*Can easily be transformed into a {{L|Caverns#Vegetation|underground tree farm}} on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper. Could be solved by (temporary) [[burrow]].&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ({{L|stone detailing}})====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass {{L|stone detailing}} duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  {{L|food}}, {{L|Bed|beds}} or {{L|drink}}. Just turn on {{L|stone detailing}} for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many {{L|immigrants}}.&lt;br /&gt;
*Serious conflict with {{L|engraving}} assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to {{L|magma}} or a {{L|river}}.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the {{L|Dwarven economy}} kicks in. This is unlikely to be relevant until the economy starts working again (not working as of v0.31.12)&lt;br /&gt;
See economy article, it won't turn on yet&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ({{L|mason}})====&lt;br /&gt;
Make one or more {{L|mason's workshop}}s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a {{L|mechanic's workshop}}, {{L|craftsdwarf's workshop}}, or a {{L|Glass furnace|magma glass furnace}} to train {{L|mechanic}}, {{L|Stone crafter|stonecrafter}}, and {{L|glassmaker}} respectively.  ''Note:  Do NOT try this with the {{L|carpenter}} skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes {{L|coke}} or {{L|charcoal}} used in the normal (non-magma) {{L|glass furnace}}.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ({{L|grower}}, {{L|cook}}, {{L|miller}})====&lt;br /&gt;
Start off by creating a surplus of {{L|longland grass}}, {{L|cave wheat}}, and/or {{L|whip vine}} and some bags. Create multiple {{L|quern}} all close to the food stockpile which contains the millable plants. Next to this area make a {{L|kitchen}} assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ({{L|ambusher}}, {{L|hunter}}, {{L|marksdwarf}})====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ({{L|Social skill|Social skills}})====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarfs social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarfs with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which {{L|Tantrum#Tantrum Spiral|put you at risk}} of suddenly having lots of {{L|losing#General Unhappiness|Fun}}&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Note: with the new military system, proper self-defense training is somewhat more complicated to set up, but allows much more effective reservist training once it's running. Make sure you're familiar with the {{L|Scheduling}} system before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in a basic military skill - or at least, most of them. Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought. The easiest way to do this is to assign every new {{L|migrant}} to dedicated training {{L|squad|squads}}, and assign that squad a barracks. Then, schedule these squads to Train one or more months in the year, and set all other months to &amp;quot;No Scheduled Order&amp;quot;. Then go to the Squads menu and set the squad to &amp;quot;Active/Training&amp;quot;. One month in six or one month in 12 will ensure skills don't get too rusty, as well as ensuring all dwarfs reach a basic level in soldiering. It is worth setting the &amp;quot;Train&amp;quot; order in the schedule to less than 10 minimum; this allows dwarfs to take time out to eat, drink, sleep...&lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the {{L|Lever|control room}} - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarfs will now go to &amp;quot;Individual Combat Drill&amp;quot; rather than standing around timewasting.&lt;br /&gt;
&lt;br /&gt;
Note: if you're feeling cheap, training squads can be set to &amp;quot;No Uniform&amp;quot;. This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields, and leather armour - this will ensure minimal sparring injuries, as well as teaching shield user and armour user.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight once set up&lt;br /&gt;
*provides a ready supply of recruits for the military&lt;br /&gt;
*gives all physical attributes, kinestetic sense, willpower, and spacial sense&lt;br /&gt;
*idle dwarfs no longer get the chance to socialise and make friends, reducing the chance of tantrum spirals&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces negative thoughts at the outset (drafting)&lt;br /&gt;
*can take dwarfs out of civilian circulation unexpectedly, interrupting crucial projects&lt;br /&gt;
*headache to set up, especially with large forts&lt;br /&gt;
*requires production of training equipment, using up materials that could be used elsewhere&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't take away {{L|strange mood}} potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>RSOG</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=135274</id>
		<title>v0.31 Talk:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Immigration&amp;diff=135274"/>
		<updated>2011-01-23T11:49:13Z</updated>

		<summary type="html">&lt;p&gt;RSOG: /* Population Limit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Population Limit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Immigrant waves will not exceed the maximum number of dwarves you have specified in d_init.txt, but instead will match up exactly.Verify (or, of course, stay below)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I had my pop set to 7. The following migrant waves were 2, 8, and '''18'''. I'm not sure why. [[User:Richards|Richards]] 22:56, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Same here... my pop cap settings seem to have no effect. [[User:Schm0|Schm0]] 00:44, 24 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:With default population cap of 200, I received a wave of migrants pushing me to 208, and then later received another wave of migrants (from 210, after children born) to 215. Population cap appears to be nonfunctional. [[User:RSOG|RSOG]] 11:49, 23 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Cephalo said: &amp;quot;It has been reported that the first caravan has to leave safely in order to have the cap set itself. I have found this to be true. &amp;quot; --[[User:TomiTapio|TomiTapio]] 01:02, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the population cap also affect important dwarves as dungeon master and other nobles?  --[[User:Blur|Blur]] 20:20, 26 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==skills==&lt;br /&gt;
First migrant wave, 3 migrants, 1st summer. One migrant, a &amp;quot;stoneworker&amp;quot;, had:&lt;br /&gt;
:* Competent (3) Armor User&lt;br /&gt;
:* Novice (1) Siege Operator&lt;br /&gt;
:* Competent (3) Fighter&lt;br /&gt;
:* Competent (3) Wrestler&lt;br /&gt;
:* Competent (3) Dodger&lt;br /&gt;
:* Expert (8) Engraver&lt;br /&gt;
:* Expert (8) Mason&lt;br /&gt;
:* Novice (1) Animal Dissector&lt;br /&gt;
:* Adequate* (2) Tanner ''(* the new term for the old &amp;quot;no label&amp;quot; level 2 experience slot)''&lt;br /&gt;
We ain't in Kansas any more!--[[User:Albedo|Albedo]] 07:49, 5 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Another (rerun via seasonal save, same season as above):&lt;br /&gt;
:* one w/ High Master (13) Furnace Operator and Talented (6) Appraiser.&lt;br /&gt;
:* one with Talented (6) Cheese Maker, Adequate (2) Gem Cutter and Novice Archer, Dodger, Armor User and (yes) Blowgunner.&lt;br /&gt;
:* and a very familiar level 2 (Adequate) Dyer.&lt;br /&gt;
&lt;br /&gt;
 I had one with *two* Grand Master (14) medical skills show up. (anon)&lt;br /&gt;
GM is 1 short of Legendary. It seems at least two things are true: 1) experience can be quite high, and 2) skills are no longer grouped by &amp;quot;profession&amp;quot;, nor have to make any &amp;quot;sense&amp;quot; re matching up.--[[User:Albedo|Albedo]] 19:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==size of waves==&lt;br /&gt;
:For what it's worth, I've noticed on two separate forts that giving the first Dwarf caravan a good deal (100% profit or thereabouts) tends to produce a massive migrant wave the following spring. One fortress had 19 show, the other had ~20 (can't quite remember). These were varying in skill from the virtually-nothing to a jeweller with Grand Master Gem Cutter and Grand Master Gem Setter...&lt;br /&gt;
&lt;br /&gt;
:For relatively new players like me, it might be worth noting here that you can get a migrant wave in the first spring after embark that literally doubles the size of your fortress and can prove a serious headache to manage if not anticipated. --[[User:Nimblewright|Nimblewright]] 09:11, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And that's why there are talk pages. In 40d, it's not the trade % that matters, it's the increase in your Created Wealth - and if you had the wealth to trade, that's 100% consistent with the old paradigm.  Not that things might not have changed in this version, but there are many, MANY variables in DF - which makes it that much harder to parse out. A LOT of our hard info comes from the RAW files, and from folk who can analyze the game code, but the rest comes from a combo of observation, confirmation and consensus.  For now, keep an eye on Trade %, but watch Created Wealth as well. --[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just had a new migrant wave turn up. 25 dwarfs - including several with Grand Master skill levels, and some with jack all - plus 8 animals. Have updated main page to reflect this. Has anyone else experienced such a large migration? (this is the third spring of the fort) --[[Special:Contributions/131.111.254.209|131.111.254.209]] 12:45, 6 April 2010 (UTC)&lt;br /&gt;
:::25 used to be the max(iirc?) migration wave (plus children). I've had over 20, but haven't seen that many total to get any sense of what's &amp;quot;typical&amp;quot;. &amp;lt;br /&amp;gt;Has anyone had OVER 25 (not including children)?--[[User:Albedo|Albedo]] 17:55, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It seem that now immigration is a lot less random and more wealth dependant.  E.g. in the old version, your first year wave was entirely random and unless you never made a single item you would get exactly 8-10 sometime before spring (or not at all).  Unless you never got a first immigration in which case you'd get the first mandatory one at your first new spring, which was up to 25.&lt;br /&gt;
&lt;br /&gt;
Now I ALWAYS get a first summer immigration, with sizes so far from 2-8, the one with two in a fort without any craftsmen.  It's pretty clear you can reliably get immigrants as long as you have enough wealth. I'm willing to wager that a fort with X wealth by summer is guaranteed an immigration, but I'd need to test further.  [[User:Greep|Greep]] 01:55, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I just got 26 (70 dwarves from 44, including at least 1 new child) on my 3rd Spring, after 2 (maybe 3?) seasons with 0 migrant. -- Cheshire&lt;br /&gt;
:Perhaps he only evened out the first year? I guess the question to ask is, has anyone missed a summer immigration with 20k wealth? [[User:Greep|Greep]] 09:44, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Contrary to what is said in this wiki page, limiting the max population in the init.txt does NOT guarantee you will never get more than that number.  In fact I would say 75 percent of the time it goes way over that number and in several waves after that number is reached.  I believe the population cap doesn't kick in until the next year after the population cap is reached.  For people trying to keep a low population I would recommend maintaining a low wealth and limit trade until after you start getting the &amp;quot;no migrants this season&amp;quot; message.  Otherwise that 30 population you were shooting for can turn into 50 real quick. -- Lemunde&lt;br /&gt;
:In previous versions, the population cap would only be respected once the Dwarven caravan arrived and departed. Even then, childbirth will completely ignore it, which is quite annoying. --[[User:Quietust|Quietust]] 02:58, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just got 29 few minutes ago, and its only the 2nd year of my fortress (Late Spring) -- [User:Nephelos] (20:49 GMT+1, 14 June 2010)&lt;br /&gt;
&lt;br /&gt;
Okay, I started embarking with a dwarf with the appraisal skill and I assign him to be broker as soon as the map loads the first time.  Sure enough two of the maps I embarked to gave me an initial wealth of 100k.  This is a known bug but it is definitely what is causing the insane amount of immigrants early on.  I can only suggest that if you want to keep your population small, embark with an appraiser, check the value as soon as the map loads and if your wealth is an insane value, abandon(or save scum) and choose another location. -- Lemunde&lt;br /&gt;
&lt;br /&gt;
I've had 27. http://imgur.com/P32a8.png&lt;br /&gt;
13:32, 8 August 2010&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just had 21 migrants. Up to now I had NO wealth created, never traded and only two dwarves survived till that point. Half the fortress flooded, Ogres everywhere. Don't know what they even want here... --[[Special:Contributions/194.156.172.203|194.156.172.203]] 10:07, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
(Spoiler Alert) Could the 100k+ initial wealth be caused by starting your fortress in a location that includes a Demonic fortress?  The fortress includes a masterpiece adamantine weapon, which seams like it might be in the right value range to cause 100k of extra wealth.  I seem to remember seeing it in my stocks screens once or twice so it would seem that the game thinks that it is part of your fortress from the get go.  -- MozeeToby&lt;br /&gt;
00:38, 17 September 2010&lt;br /&gt;
&lt;br /&gt;
== labor turned on ==&lt;br /&gt;
Just a hunch, but does the game actually check if a dwarf (before that wave?) is present with higher skill and only ''if not'' turns on the labor? I can't check any more, but I think it fits and it's the only reasonable explanantion I can come up with for now. That would be nifty. --[[User:Confused|Confused]] 12:56, 11 April 2010 (UTC)&lt;br /&gt;
:I think dwarves are just assigned a history of jobs (like NPCs), and their &amp;quot;latest&amp;quot; one is the active one, even if they're far better suited at another job.  I've seen lower-skill miners and woodcutters arrive with their jobs on, although I cannot confirm if jobs like those are merely exceptions from your hypothesized rule or not. [[User:Trorbes|Trorbes]] 18:44, 11 April 2010 (UTC)&lt;br /&gt;
::I had the same thought as Trorbes here. I think this bug/feature would easily make sense in light of how dwarves will change their professions over time in Legends mode. But the immigrant dwarves are not pulled from existing creatures right? Are they still created on the spot to be immigrants? Either way, I would argue that arriving with multiple skills but only the most recent ones enabled is a fair simulation of world gen dwarves. [[User:Coaldiamond|-Coaldiamond]] 13:26, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== pattern with military skills? ==&lt;br /&gt;
&lt;br /&gt;
It seems like immigrants arrive either completely without military skills, or they have quite a few.  In particular, if they have X weapon they almost always have some fighting, armor user, etc to go with it.  In addition, it seems like those non-weapon military skills are always smaller or equal to the highest weapon skill.  Can anyone confirm this? [[User:Greep|Greep]] 20:36, 16 April 2010 (UTC)&lt;br /&gt;
:I was noticing a different pattern - posted as such, with {verify} tag.--[[User:Albedo|Albedo]] 18:42, 20 April 2010 (UTC)&lt;br /&gt;
::I just got a guy w/ 6 in knife, 5 in pike, and 8 in dodger, fighter, shield, and armor. I then looked over my 38 total dorfs in DT. None of my dorfs has had to fight so far, and I only gave skills to one at the start. With the exception of that one, they all followed a few patterns:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) A weapon-combat skill with x experience means they also get x in dodge, fight, shield and armor.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) A nonweapon-combat skill (I only have a couple biters -- someone check w/ wrestler, please) comes with equal experience in dodge, fight, and armor -- Not shield!&amp;lt;br /&amp;gt;&lt;br /&gt;
::3.) If a dorf comes in with x experience in one weapon and y experience in another (Like that guy with 6 in knife and 5 in pike) they get x+y in dodge, fight, armor, and shield. That one guy had 4500 in knife, and 3500 in pike -- and 8000 in the other 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
::4.) Nonmilitary combat/postcombat skills (Ambusher, crutchwalker, siege, etc) are not related to the above.&lt;br /&gt;
::Can someone get these data:&amp;lt;br /&amp;gt;&lt;br /&gt;
::1.) Dorf with weapon skill and nonweapon skill (Like biter and lasher, or wrestler and axedwarf) and check to see what skills those match to? I _think_ they'll have exp from both in fighter, dodger, and armor, but only the weapon in shield.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2.) Wrestler data in general -- I think it'll follow the biter rules I'm sure of, but I don't know this.&amp;lt;br /&amp;gt; Need data!&amp;lt;br /&amp;gt;&lt;br /&gt;
::--[[User:Waladil|Waladil]] 19:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Just got a new migrant with the following mil skills:&lt;br /&gt;
&lt;br /&gt;
:::novice knife user&lt;br /&gt;
:::novice shield user&lt;br /&gt;
:::skilled armor user&lt;br /&gt;
:::proficient bowdwarf&lt;br /&gt;
:::novice fighter&lt;br /&gt;
:::proficient archer&lt;br /&gt;
:::skilled dodger&lt;br /&gt;
&lt;br /&gt;
:::.. which looks to me like &amp;quot;archer+related skills&amp;quot; (armor+dodge) added on top of &amp;quot;melee+related skills&amp;quot; (shield+armor+fighter+dodge). Still odd though.. I remember seeing a few bowdwarfs coming with armor+dodge skills, but don't remember them being -less- than their bow/archer skill levels. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:15, 29 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More military skill patterns ==&lt;br /&gt;
&lt;br /&gt;
The section on military skils clearly needs some fixing. It's OK with regard to melee skills, but doesn't even mention the ranged skill combinations (ranged weapon + archer + armor + dodge (no shield)). Plus the archer patterns seem to only grant partial armor and dodge skill (something like 2/3 of the main skill?). Also, there is at least one civilian(ish) skillset which can mess with the patterns. For example, I've got an immigrant just now with the following skills:&lt;br /&gt;
&lt;br /&gt;
:novice swordsdwarf&lt;br /&gt;
:novice hammerdwarf&lt;br /&gt;
:talented marksdwarf&lt;br /&gt;
:adequate shield user&lt;br /&gt;
:proficient armor user&lt;br /&gt;
:proficient fighter&lt;br /&gt;
:competent striker&lt;br /&gt;
:professional(?!) dodger&lt;br /&gt;
:proficient observer&lt;br /&gt;
&lt;br /&gt;
..which caused me some headscratching until I noticed he also had &amp;quot;accomplished ambusher&amp;quot; and figured out the patterns were&lt;br /&gt;
&lt;br /&gt;
:novice melee (sword, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:novice melee (hammer, shield, armor, fighter, dodger, observer)&lt;br /&gt;
:competent hand-to-hand (armor, fighter, striker, dodger, observer)&lt;br /&gt;
:accomplished hunter (ambusher, marksdwarf(2/3), dodger(2/3?))&lt;br /&gt;
&lt;br /&gt;
Also, as of some recent version (.14? .16?), observer skill is included in all the military skillsets. (up to .12, it was only included in the ranged skillsets).&lt;br /&gt;
&lt;br /&gt;
As far as I've seen, ''any'' combination of patterns is possible, leading to some pretty strange assortments of skills. [[Special:Contributions/202.156.10.234|202.156.10.234]] 05:54, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== HA! ==&lt;br /&gt;
&lt;br /&gt;
Oh this is funny... so I get this blacksmith immigrant, with no blacksmithing skills o.O.  His only skill? Competent Liar XD [[User:Greep|Greep]] 01:42, 17 April 2010 (UTC)&lt;br /&gt;
:nvm, prolly had labor skills turned off.  Bum :/ [[User:Greep|Greep]] 03:57, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crash bug ==&lt;br /&gt;
&lt;br /&gt;
Encountering repeated crash bug when recieving 3rd immigrant in second spring. Tired of reloading. No idea about the cause.&lt;br /&gt;
&lt;br /&gt;
== Never Legendary? ==&lt;br /&gt;
&lt;br /&gt;
So far I have seen quite a few high masters but not a single legendary.  Has anyone seen a legendary immigrant yet? [[User:Greep|Greep]] 00:45, 14 May 2010 (UTC)&lt;br /&gt;
:Huh! There just arrived a legendary glassmaker! (He's also a competent record keeper.) I'm playing version .06 --[[User:Doub|Doub]] 13:10, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I just received a legendary gem cutter. --[[User:Falldog|Falldog]] 21:55, 23 June 2010 (UTC)&lt;br /&gt;
Second wave brought a legendary leatherworker today. I play quite a bit and this is definitely a rare occurrence.  -=[[User:Uninvited Guest|Uninvited Guest]]&lt;br /&gt;
&lt;br /&gt;
: Legendary weaponsmith. what a roll THAT was.--[[Special:Contributions/75.6.235.84|75.6.235.84]] 04:24, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Odd thingy ==&lt;br /&gt;
&lt;br /&gt;
I think it may be worth mentioning that I just got an immigrant with some medical skills, and Adequate skill level in both Archer AND Bowman. A second one had some skill in Marksdwarf -- it seems that there are a few too many bow-skills around. --[[Special:Contributions/97.121.181.207|97.121.181.207]] 05:38, 12 June 2010 (UTC)&lt;br /&gt;
:Archer seems to be the general ranged weapon skill, just like all melee combatants learn the fighter skill. Bowman uses bows, Marksdwarf uses Crossbows ect ect--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:31, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No Migrants After first year ==&lt;br /&gt;
&lt;br /&gt;
My fort is in the mid-summer of its third year and I have not gotten any migrants except in the first year where I only got 7. My Fort in not in a remote location, and in the civ screen my parent civ has no notable dwarfs. I also haven't gotten a dwarven caravan ever. Does this mean my parent civ is too small, or have they been eradicated? &lt;br /&gt;
&lt;br /&gt;
I'm creating as much wealth as I can with 14 dwarves... looks like this one is going to be fun if it keeps going this way. --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:21, 16 June 2010 (UTC)&lt;br /&gt;
:Hate to break it to ye... your civ is DEAD! [[User:Speed112|Speed112]] 16:46, 16 June 2010 (UTC)&lt;br /&gt;
::No... it shall live on in my 15 dwarves!! I will repopulate this fortress and make a Dwarven empire! I wonder if I can appoint a king... hmmm--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:23, 16 June 2010 (UTC)&lt;br /&gt;
::How appropriate.. the Fort is called Kingdomgranite, off to forge a dwarven civalization! --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 18:28, 16 June 2010 (UTC)&lt;br /&gt;
:::They all died :( --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 00:32, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ouch playing my first Game and im aproaching the summer of my 3rd year and only had 5 migrants in the first summer. Since then nothing. Im guessing i am in the same boat as you.   I'm allready mourning my dwarfsies. We even build an extra 20 bedrooms with chests and cabinets and decorations. and now noone will come.--- Eviltane--&lt;br /&gt;
&lt;br /&gt;
Wow, I sure get a medal for noobiness. Basically, mid third year of overground fortress and no migrants have arrived, nor dwarven caravans. I have only received the visit of elves, kobolds and macaques... --- Jacques ---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Worldgen Immigrants ==&lt;br /&gt;
&lt;br /&gt;
Any information? Are the (virtually useless) 'proffesioned' immigrants specific to .13 or do they include .14 and beyond? Any workarounds to make them useful? Can they function as useful nobles?&lt;br /&gt;
[[User:Shabang50|Shabang50]] 19:56, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:fixed in .31.14 [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Worried Immigrants ==&lt;br /&gt;
&lt;br /&gt;
I have a fortress that has managed to survived for 16 years.  Now it's been made a capital and I have a king, I've gotten a message saying &amp;quot;Some Migrants have arrived, despite the danger.&amp;quot;, which I think is the first time in a few years I've had immigrants arrive.  I'm not sure what this danger is that is being referred to, but it seems that it could dissuade immigrants from coming.&lt;br /&gt;
&lt;br /&gt;
: The more dwarves that die in your fortress, the more dangerous it is perceived to be by migrants. At worst it can say &amp;quot;Some migrants have arrived, knowing that this place may be their grave&amp;quot;, I think. It's likely that over the years your fortress has been around you've racked up enough deaths to be considered a dangerous place. [[User:Calite|Calite]] 18:48, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::hmm, I don't think it's &amp;lt;i&amp;gt;just&amp;lt;/i&amp;gt; based on number of deaths. I got the message a few times once after losing ~45 out of ~55 dwarves in an early (unprepared) fort to an FB, but it went away after 2-3 migrant waves. Could be &amp;lt;i&amp;gt;recent&amp;lt;/i&amp;gt; deaths, or maybe &amp;lt;i&amp;gt;net&amp;lt;/i&amp;gt; deaths (i.e. deaths - births, my repopulating migrants turned out to be babymaking fiends), or maybe X # of deaths gives you a &amp;lt;i&amp;gt;one time&amp;lt;/i&amp;gt; danger message. Or something else, I dunno. But your (presumably) large, &amp;quot;dangerous&amp;quot; fort does make it sound like the threshold calculation doesn't consider total population or casualty percentages when calculating the danger level. [[Special:Contributions/202.156.10.234|202.156.10.234]] 23:46, 18 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I've had zero deaths, set up a healthy fortress in a calm area, yet I got the &amp;quot;No one even considered making the journey to such an accursed death-trap.&amp;quot; I think there are two possibilities: 1) There were a ton of carp in the river, but they all died in last winter's freeze. 2) I might be next to a hostile civ, but I'm not sure.--[[Special:Contributions/128.120.206.169|128.120.206.169]] 04:53, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Immigrant war dogs? ==&lt;br /&gt;
&lt;br /&gt;
Just had a migrant wave arrive with a &amp;quot;Stray war Dog (tame)&amp;quot;. Don't recall having had that happen before. Anyone else seen a war dog (or hunting dog) arrive with migrants? (v. .31.16) [[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 19 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>RSOG</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135131</id>
		<title>v0.31 Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135131"/>
		<updated>2011-01-19T23:02:00Z</updated>

		<summary type="html">&lt;p&gt;RSOG: /* Verfy for 31.18? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;so you can start a fire using a small amount of magma but does anyone know how long things take to burn? cos if it's sufficiently long enough it might be possible to sustain a bonfire pit by throwing &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; logs into it from above [[User:Cpad|Cpad]] 12:46, 24 June 2010 (UTC)&lt;br /&gt;
:I think it is possible to keep a fire going this way. Things burn for quite some time (several game days) --[[User:MathFox|MathFox]] 16:03, 26 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What if you construct a furnace out of wood, won't that start a fire? [[Special:Contributions/81.167.17.12|81.167.17.12]] 21:40, 9 July 2010 (UTC)&lt;br /&gt;
: I believe [[furnace]]s must be built from [[fire-safe]] materials. [[Special:Contributions/82.33.198.163|82.33.198.163]] 16:47, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Infinite fire can be achieved by igniting a grate made from lignite/coal and then building it, this can be very !!fun!! for the dwarfs doing the building though!--[[User:Haydosss|Haydosss]] 08:17, 5 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
so I just read on the trap design page(under dwarven incinerator) that stuff starts burning at it's ignition temp and stops when it melts, meaning things with no melting temp(lignite/graphite) will burn forever unless extinguished. Is this true and if so why is it not mentioned here???? [[User:Cpad|Cpad]] 05:52, 10 November 2010 (UTC)&lt;br /&gt;
: In 40d it was true. I am unsure if it is still true. If it is still true, it's probably not mentioned yet because all the DF2010 pages are relatively new. Someone should confirm if it remains true and add it here if it is. [[User:Calite|Calite]] 21:14, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verfy for 31.18? ==&lt;br /&gt;
&lt;br /&gt;
My fortress was recently attacked by a dragon. It breathed fire everywhere, but nothing actually ignited. Dwarves caught in the blast &amp;quot;Died from the heat&amp;quot; or &amp;quot;Bled to death,&amp;quot; but their corpses (all 170 of them) and belongings remained uncombusted. Does fire still exist in 31.18? (RSOG; don't know how to sign my posts.)&lt;/div&gt;</summary>
		<author><name>RSOG</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135130</id>
		<title>v0.31 Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Fire&amp;diff=135130"/>
		<updated>2011-01-19T23:01:31Z</updated>

		<summary type="html">&lt;p&gt;RSOG: /* Verfy for 31.18? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;so you can start a fire using a small amount of magma but does anyone know how long things take to burn? cos if it's sufficiently long enough it might be possible to sustain a bonfire pit by throwing &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; logs into it from above [[User:Cpad|Cpad]] 12:46, 24 June 2010 (UTC)&lt;br /&gt;
:I think it is possible to keep a fire going this way. Things burn for quite some time (several game days) --[[User:MathFox|MathFox]] 16:03, 26 June 2010 (UTC)&lt;br /&gt;
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What if you construct a furnace out of wood, won't that start a fire? [[Special:Contributions/81.167.17.12|81.167.17.12]] 21:40, 9 July 2010 (UTC)&lt;br /&gt;
: I believe [[furnace]]s must be built from [[fire-safe]] materials. [[Special:Contributions/82.33.198.163|82.33.198.163]] 16:47, 14 July 2010 (UTC)&lt;br /&gt;
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Infinite fire can be achieved by igniting a grate made from lignite/coal and then building it, this can be very !!fun!! for the dwarfs doing the building though!--[[User:Haydosss|Haydosss]] 08:17, 5 November 2010 (UTC)&lt;br /&gt;
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so I just read on the trap design page(under dwarven incinerator) that stuff starts burning at it's ignition temp and stops when it melts, meaning things with no melting temp(lignite/graphite) will burn forever unless extinguished. Is this true and if so why is it not mentioned here???? [[User:Cpad|Cpad]] 05:52, 10 November 2010 (UTC)&lt;br /&gt;
: In 40d it was true. I am unsure if it is still true. If it is still true, it's probably not mentioned yet because all the DF2010 pages are relatively new. Someone should confirm if it remains true and add it here if it is. [[User:Calite|Calite]] 21:14, 10 November 2010 (UTC)&lt;br /&gt;
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== Verfy for 31.18? ==&lt;br /&gt;
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My fortress was recently attacked by a dragon. It breathed fire everywhere, but nothing actually ignited. Dwarves caught in the blast &amp;quot;Died from the heat&amp;quot; or &amp;quot;Bled to death,&amp;quot; but their corpses (all 170 of them) and belongings remained uncombusted. Does fire still exist in 31.18?&lt;br /&gt;
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		<author><name>RSOG</name></author>
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