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		<id>https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2834</id>
		<title>40d:Gem</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gem&amp;diff=2834"/>
		<updated>2009-05-07T14:26:57Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Semi-Precious */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Small clusters of rough '''gems''' can be found strewn throughout the [[mountain]]. '''Cut gems''' can be used to [[encrust]] [[furniture]], [[crafts]], [[weapon]]s, [[armor]] and [[ammunition]], to create [[window]]s and as a source material for [[legendary artifact|legendary artifacts]].  In addition, raw [[rock crystal]]s are required to make crystal glass goods. '''Large gems''' are a byproduct of cutting and can not be processed further. They have a high base value for an item(10x) and can easily reach hundreds, even thousands depending on the gem. Artifact large gems made from precious jewels will go for around 50,000.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
&lt;br /&gt;
Gems have base [[item values|value]] of 3 in rough form, which is multiplied by the appropriate value modifier from the table below. They gain value after they are cut in a [[jeweler's workshop]]. Cut gems have a base value of 5. Items can be decorated (encrusted) with cut gems; all such decorations have a value of 10 times the gem type's value multiplier. See [[Gem cutting]] and [[Gem setting]]. Large gems have a base value of 10.&lt;br /&gt;
&lt;br /&gt;
== Varieties ==&lt;br /&gt;
&lt;br /&gt;
Gems come in many varieties, with their own color and value multipliers:&lt;br /&gt;
=== ''Ornamental'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=amber opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aventurine|value=3×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=banded agate|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bloodstone|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue jade|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bone opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown jasper|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=carnelian|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cherry opal|value=10×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysocolla|value=2×|color={{Raw Tile|@|#0ff|#0ff}}|fwhere=Malachite, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoprase|value=2×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=citrine|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear tourmaline|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=dendritic agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fortification agate|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gold opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=gray chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jasper opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lace agate|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lapis lazuli|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous intrusive, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=lavendar jade|value=2×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=milk quartz|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moonstone|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morion|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss agate|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=moss opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=onyx|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=picture jasper|value=3×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pineapple opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink jade|value=2×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pipe opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=plume agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase opal|value=10×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=prase|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pyrite|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=resin opal|value=10×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rock crystal|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rose quartz|value=3×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sardonyx|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sard|value=2×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=schorl|value=2×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=shell opal|value=10×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=smoky quartz|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sunstone|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Basalt, Gneiss|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tiger iron|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tigereye|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tube agate|value=2×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=turquoise|value=2×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Igneous extrusive, Kaolinite, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=variscite|value=2×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wax opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white chalcedony|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white jade|value=2×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=wood opal|value=10×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow jasper|value=2×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Sedimentary|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== ''Semi-Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=alexandrite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=almandine|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=amethyst|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=aquamarine|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Granite, Schist, Marble, Rhyolite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=bandfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black opal|value=30×|color={{Raw Tile|@|#888|#888}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black pyrope|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=black zircon|value=20×|color={{Raw Tile|@|#888|#888}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=blue garnet|value=30×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=brown zircon|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cat's eye|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=chrysoberyl|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=cinnamon grossular|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=claro opal|value=20×|color={{Raw Tile|@|#00f|#00f}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear garnet|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=clear zircon|value=25×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=crystal opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=demantoid|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Chromite, [[Gabbro]]|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=fire opal|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=golden beryl|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=goshenite|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green jade|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Alluvial|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green tourmaline|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=green zircon|value=20×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=harlequin opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=heliodor|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=honey yellow beryl|value=20×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=indigo tourmaline|value=25×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=jelly opal|value=15×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=kunzite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=levin opal|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=light yellow diamond|value=30×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=melanite|value=15×|color={{Raw Tile|@|#888|#888}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=morganite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=peridot|value=20×|color={{Raw Tile|@|#0f0|#0f0}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pinfire opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink garnet|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=pink tourmaline|value=15×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=precious fire opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=purple spinel|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red beryl|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red flash opal|value=20×|color={{Raw Tile|@|#f00|#f00}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red grossular|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red pyrope|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red spinel|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red tourmaline|value=15×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Metamorphic, Sedimentary, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=red zircon|value=20×|color={{Raw Tile|@|#a00|#a00}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rhodolite|value=20×|color={{Raw Tile|@|#a0a|#a0a}}|fwhere=Metamorphic, Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=rubicelle|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Diorite, Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tanzanite|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Gabbro|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topazolite|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=topaz|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=tsavorite|value=30×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=violet spessartine|value=20×|color={{Raw Tile|@|#f0f|#f0f}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=white opal|value=20×|color={{Raw Tile|@|#fff|#fff}}|fwhere=All stone|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow grossular|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow spessartine|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Metamorphic, Granite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=yellow zircon|value=20×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=All Igneous, Metamorphic|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Precious'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=emerald|value=40×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Granite, Schist, Marble|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=faint yellow diamond|value=40×|color={{Raw Tile|@|#aa0|#aa0}}|fwhere=Kimberlite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=ruby|value=40×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
{{Gem table row|name=sapphire|value=40×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Bauxite|fhow= Small clusters}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== ''Rare'' ===&lt;br /&gt;
{{Gem table head}}&lt;br /&gt;
{{Gem table row|name=black diamond|value=60×|color={{Raw Tile|@|#888|#888}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=blue diamond|value=60×|color={{Raw Tile|@|#00a|#00a}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=clear diamond|value=60×|color={{Raw Tile|@|#fff|#fff}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=green diamond|value=60×|color={{Raw Tile|@|#0a0|#0a0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=red diamond|value=60×|color={{Raw Tile|@|#a00|#a00}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star ruby|value=60×|color={{Raw Tile|@|#f00|#f00}}|fwhere=Ruby|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=star sapphire|value=60×|color={{Raw Tile|@|#00f|#00f}}|fwhere=Sapphire|fhow= Single gem}}&lt;br /&gt;
{{Gem table row|name=yellow diamond|value=60×|color={{Raw Tile|@|#ff0|#ff0}}|fwhere=Faint yellow diamonds|fhow= Single gem}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unlike other gems, diamonds can [[ignite]] if they come into contact with [[magma]].&lt;br /&gt;
&lt;br /&gt;
== Rare Gems ==&lt;br /&gt;
Faint yellow diamonds only appear in [[kimberlite]] (which itself only appears in [[gabbro]] layers) and sapphires and rubies only appear in [[bauxite]] (which occurs in any sedimentary layers). Colored diamonds only occur in pre-existing clusters of faint yellow diamonds. Star sapphires and rubies only occur within clusters of their peers.&lt;br /&gt;
&lt;br /&gt;
== [[Glass]] ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gem name&lt;br /&gt;
! Value&lt;br /&gt;
! Color&lt;br /&gt;
! Requires&lt;br /&gt;
|-&lt;br /&gt;
|clear glass||5×||{{Raw Tile|¦|#0aa|#000}}||[[bag]] full of [[sand]] + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|crystal glass||10×||{{Raw Tile|¦|#fff|#000}}||rough rock crystal + [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
|green glass||2×||{{Raw Tile|¦|#0a0|#000}}||[[bag]] full of [[sand]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Like working [[metal]], making glass requires [[fuel]], either [[coke]] or [[charcoal]] at a normal glass furnace, or [[magma]] at a magma [[glass furnace]].&lt;br /&gt;
&lt;br /&gt;
Raw gems are only one of the many things your [[glassmaker]]s can make from glass.  It's possible to make most furniture from glass, including [[Table]]s and [[Door]]s.  Glass windows can also be made at a glass furnace as an alternative to making windows from gems.  And [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s, can be made from glass.  Glass trap components have the same [[weapon]] [[damage]] as [[wood]] or [[silver]] (50%).  They're easier to make than metal weapons because you don't need ore.&lt;br /&gt;
&lt;br /&gt;
Outside of Metal and Wood, Glass is the only readily available material to create [[Cage]]s (called terrariums) out of, as well.  And Glass is the ''only'' material available for making aquariums.&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6542</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6542"/>
		<updated>2009-05-06T15:30:12Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Cage Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using only [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]], it will jam if any non-ranged weapons are included.&lt;br /&gt;
&lt;br /&gt;
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders.&lt;br /&gt;
&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
:*Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
:*If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:*If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
&lt;br /&gt;
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[siege]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6541</id>
		<title>40d:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trap&amp;diff=6541"/>
		<updated>2009-05-06T15:29:48Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Cage Trap */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For traps used to catch [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a reliable and cost-effective method for defending any fortress. Unlike [[soldier]]s, they're always on duty, and don't need to be carefully managed. On the other hand, they are immobile and can only lie in wait for foes to walk over them. To build a trap, go to the {{k|b}}uild-&amp;gt;Traps/Levers menu. You'll generally need one [[mechanism]], and at least one other component depending on the type of trap. They can be built indoors or outdoors, and require a level ground square with no other constructions in them.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by any hostile entity entering their tile, with the exception of [[kobold]] [[thief|thieves]]. Additionally, '''any''' [[unconscious]] creature, including your own [[dwarves]], [[pet]]s and [[war dog]]s, will also set off such a trap.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall Trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will kill or severely maim most [[humanoid]] enemies although [[troll]]s, [[magma_man|magmamen]] and hardier creatures may take two or three to drop. Mythical creatures such as [[dragon]]s, [[hydra]]s and [[titan]]s will take upwards of five or six. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically.  Being that stonefall traps do &amp;lt;em&amp;gt;not&amp;lt;/em&amp;gt; alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril. &lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap==&lt;br /&gt;
Weapon traps consist of any number of deadly instruments rigged to a mechanism. When an intruder sets off the trap, the [[weapons]] spring out and strike the poor sap. You can add up to 10 weapons to a weapon trap, and they will all attack together when set off. This gives the potential for dealing significant amounts of damage at once. There are also special giant weapons such as the [[large, serrated disc]] that are specially designed for use in weapon traps. Unlike stone-fall traps, weapon traps automatically reset after being triggered, ready to splatter the intruder's friends. But there is a (20%?)chance that the trap will become jammed with a corpse each time it kills a creature. A nearby dwarf will automatically clean a jammed trap; this does not require the [[cleaning]] labor or the [[mechanics]] labor. If there are weapons that require ammunition in the trap, they will also have to be reloaded occasionally. Weapon traps using only [[bow]]s or [[crossbow]]s will not require cleaning but do use [[ammo]], it will jam if any non-ranged weapons are included.&lt;br /&gt;
&lt;br /&gt;
Unlike other traps, weapon traps benefit from being constructed with high quality mechanisms.  Weapon traps are more accurate the better their mechanism.  Since weapon traps can be constructed with multiple weapons, and each weapon's attack is calculated separately, traps with multiple weapons benefit more from high-quality mechanisms than do traps with only one weapon.  If you manage to get an artifact [[mechanism]], stuff it with as many weapons as possible!&lt;br /&gt;
&lt;br /&gt;
Weapon traps are a nice way of getting rid of any cheap, mediocre captured weapons, [[wood]]en weapons you don't need for sparring and weapons your dwarves can't use. Due to the bundling of weapons you don't have to worry much about the minor damage they would cause separately. There is no difference between low quality crossbows (wood, bone, copper) and high quality steel and adamantine crossbows—the metal only changes their effectiveness in melee. Thus wooden crossbows at the bowyer make for easy-to-produce trap weapons.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Components used: [[mechanism]] and whatever [[weapon]]s you want, up to ten.&lt;br /&gt;
&lt;br /&gt;
==Cage Trap==&lt;br /&gt;
Cage traps capture creatures that set them off in [[cage]]s. After a creature is captured, it's stored, cage and all, in an animal [[stockpile]]. Then the trap is reloaded with another cage. You can do all sorts of fun things with [[captured creatures]]. Creatures in cages will not be fed, they will survive indefinitely without nourishment.  Cage traps will alert you to ambushes when triggered by hidden invaders.&lt;br /&gt;
&lt;br /&gt;
It is possible that dwarves bring [[water]] to cages, but that means that you have someone friendly also locked in the cage - like a dwarf [[child|kid]] snatched by a [[goblin]] babysnatcher. In this case remove the poor fellow using the goblin's inventory screen.&lt;br /&gt;
A cage trap is one of the most effective ways to defeat powerful beasts, as even a [[glass]] cage (aquarium/terrarium) can imprison a [[Bronze Colossus]]. This is expected to be changed.  Also, the creature captured in the cage will have no effect on the cage itself (a caged [[fire imp]] will not burn down a wooden cage, for example).&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching animals for use in the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
:Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
:If the trap is a Dark Green, then it does not have a cage in it.&lt;br /&gt;
:If the trap is a Light Green, Then it does have a cage in it.&lt;br /&gt;
&lt;br /&gt;
:'''NOTE:''' This trap will not catch [[vermin]]. For that, you need an [[animal trap]].&lt;br /&gt;
&lt;br /&gt;
===Berserk dwarves===&lt;br /&gt;
Cage traps will capture berserk dwarves, so it might be wise to keep them stored instead of killing them (for happiness purposes).  Captured dwarves, like any creature, will not die as long as they are stored in a cage, and relationships others have with these dwarves are maintained.&lt;br /&gt;
&lt;br /&gt;
==Upright Spear/Spike==&lt;br /&gt;
These traps can only be utilized by attaching them to [[lever]]s or [[pressure plate]]s, which when triggered will cause the [[spike]]s to extend from the ground and, when triggered again, to retract back into the ground. They don't slow or hurt any creature walking through them if they are not currently triggered by a lever/plate, neither when up nor when retracted.&lt;br /&gt;
&lt;br /&gt;
The lever task can be set to repeat which makes the spikes go up and down, but there is a high chance a creature will pass the spike trap before or after they shoot up, so you may want to build a row of at least 5 traps.&lt;br /&gt;
&lt;br /&gt;
The damage done depends, like with weapon traps, on the number and quality of the [[spear]]s and spikes used. The fact that they do piercing damage makes them useful against more powerful foes which are most easily killed by damaging their organs. &lt;br /&gt;
&lt;br /&gt;
Spikes will, when triggered, damage creatures unaffected by other traps (kobold thieves and demons, but also dwarves and allied creatures). The traps' friendly fire means they make effective anti-[[immigrant]] traps. There are also reports that the spikes are effective against [[demons]], although spikes which are not made of [[steel]] may melt.&lt;br /&gt;
&lt;br /&gt;
Contrary to what one might think, the spikes appear to do no (additional) damage if a creature falls on them. There is therefore no advantage to putting the spikes at the bottom of a pit trap and you still have to connect them to a lever or pressure plate to cause injury. &lt;br /&gt;
&lt;br /&gt;
Stuff does get stuck in spikes when they are triggered. Any [[corpse]]s will appear as an item inside a spike's 'building' when they are out (the same way [[mug]]s and whatnot appear inside [[workshop]]s when you first make them). Retracting the spikes lets the corpse out. If a corpse is in a square when the trap is triggered, it will be skewered again on the spike.&lt;br /&gt;
&lt;br /&gt;
Testing has shown that there is no limit to the number of creatures a single spike can strike and impale-testing with recruits ordered to stand on a retracted spike resulted in all six recruits getting killed instantaneously and stuck on the spike. Use with extreme caution.&lt;br /&gt;
&lt;br /&gt;
:Shortcut {{k|S}} (capitalized)&lt;br /&gt;
:Components used: A [[mechanism]] for the [[lever]] or [[pressure plate]] and [[spear]]s or [[spike]]s.&lt;br /&gt;
&lt;br /&gt;
==Other Traps==&lt;br /&gt;
You can create even more elaborate traps with imaginative use of pits, pressure plates, levers, [[grate]]s, [[support]]s, [[water]], [[magma]], creating sacrificial altars (blood for the blood God!) and whatever else you can think of. Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing, way. If you make a trap that kills 10 or so goblins, that only works once and you have to rebuild it, wasting time you don't have during a [[siege]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Traps| ]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35157</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35157"/>
		<updated>2008-01-19T16:56:05Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seems to come out of the same places that imps do, but they are a little bolder and can go out a ways past the lava vent.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your dwarfs build a mote around the lava vent.&lt;br /&gt;
If you can fill it with water from a river or a brook.&lt;br /&gt;
&lt;br /&gt;
After you have made a a mote the firemen should stop attacking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attack your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* First dig a channel but do not let it be full a lava yet&lt;br /&gt;
&lt;br /&gt;
* Then put vertical steel bars as close to the entrance of the lava as you can (in the channel)&lt;br /&gt;
&lt;br /&gt;
* Dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* Then add walls to box in any lava squares that are before the steel bars. &lt;br /&gt;
&lt;br /&gt;
* This stops the firemen from getting out before the steel bars.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35156</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35156"/>
		<updated>2008-01-19T16:54:56Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seems to come out of the same places that imps do, but they are a little bolder and can go out a ways past the lava vent.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your dwarfs build a mote around the lava vent.&lt;br /&gt;
If you can fill it with water from a river or a brook.&lt;br /&gt;
&lt;br /&gt;
After you have made a a mote the firemen should stop attacking&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To stop them from attack your smiths is a little harder.&lt;br /&gt;
&lt;br /&gt;
* first dig a channel but do not let it be full a lava yet&lt;br /&gt;
&lt;br /&gt;
* then put vertical steel bars as close to the entrance of the lava as you can&lt;br /&gt;
&lt;br /&gt;
* dig out the rest of the lava channel&lt;br /&gt;
&lt;br /&gt;
* then add walls to box in any lava that is before the steel bars. this stops the firemen from getting out before the steel bars.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35155</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35155"/>
		<updated>2008-01-19T16:51:32Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seems to come out of the same places that imps do, but they are a little bolder and can go out a ways past the lava vent.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your dwarfs build a mote around the lava vent.&lt;br /&gt;
If you can fill it with water from a river or a brook.&lt;br /&gt;
&lt;br /&gt;
After you have made a a mote the firemen should stop atacking&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35154</id>
		<title>40d:Fire man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_man&amp;diff=35154"/>
		<updated>2008-01-19T16:50:56Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: New page: Fire men seems to come out of the same places that imps do, but they are a little bolder and can go out a ways past the lava vent.  To stop fire men from attacking your dwarfs build a mote...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fire men seems to come out of the same places that imps do, but they are a little bolder and can go out a ways past the lava vent.&lt;br /&gt;
&lt;br /&gt;
To stop fire men from attacking your dwarfs build a mote around the lava vent.&lt;br /&gt;
If you can fill it with water from a river or a brook.&lt;br /&gt;
After you have made a a mote the firemen should stop atacking&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20137</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20137"/>
		<updated>2008-01-19T16:46:49Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In fortress mode, some migrant dwarves are married and may have children on occasion.  This generally does not happen very often.&lt;br /&gt;
&lt;br /&gt;
Your dwarves may also give birth to children to, but how to get your dwarves to have children is unknown.&lt;br /&gt;
Some fortresses seem to have a higher fertility rate then others do.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned any labors, but can still perform some tasks:&lt;br /&gt;
&lt;br /&gt;
* harvesting crops, if the 'All dwarves harvest' option is on;&lt;br /&gt;
* remove constructions (such as walls, floors, ramps);&lt;br /&gt;
* pull levers;&lt;br /&gt;
* haul items to the trade depot;&lt;br /&gt;
* eat, drink, and sleep as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to any administrator positions.&lt;br /&gt;
&lt;br /&gt;
Children may enter a [[strange mood]].  When the child becomes an adult, the child will gain legendary skill in wood carving, bone carving or stone crafting, depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
Children will grow into adults after twelve years.  They then become unskilled peasants, unless they successfully completed a strange mood other than possession, or received experience points towards [[grower]] by harvesting plants.  Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap the young dwarf in a sack.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20136</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20136"/>
		<updated>2008-01-19T16:45:17Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In fortress mode, some migrant dwarves are married and may have children on occasion.  This generally does not happen very often.&lt;br /&gt;
&lt;br /&gt;
Your dwarves may also give birth to children to, but how to get your dwarves to have children is unknown.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned any labors, but can still perform some tasks:&lt;br /&gt;
&lt;br /&gt;
* harvesting crops, if the 'All dwarves harvest' option is on;&lt;br /&gt;
* remove constructions (such as walls, floors, ramps);&lt;br /&gt;
* pull levers;&lt;br /&gt;
* haul items to the trade depot;&lt;br /&gt;
* eat, drink, and sleep as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to any administrator positions.&lt;br /&gt;
&lt;br /&gt;
Children may enter a [[strange mood]].  When the child becomes an adult, the child will gain legendary skill in wood carving, bone carving or stone crafting, depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
Children will grow into adults after twelve years.  They then become unskilled peasants, unless they successfully completed a strange mood other than possession, or received experience points towards [[grower]] by harvesting plants.  Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap the young dwarf in a sack.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20135</id>
		<title>40d:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Children&amp;diff=20135"/>
		<updated>2008-01-19T16:45:07Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In fortress mode, some migrant dwarves are married and may have children on occasion.  This generally does not happen very often.&lt;br /&gt;
&lt;br /&gt;
Your dwarves may also give brith to children to, but how to get your dwarves to have children is unknown.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned any labors, but can still perform some tasks:&lt;br /&gt;
&lt;br /&gt;
* harvesting crops, if the 'All dwarves harvest' option is on;&lt;br /&gt;
* remove constructions (such as walls, floors, ramps);&lt;br /&gt;
* pull levers;&lt;br /&gt;
* haul items to the trade depot;&lt;br /&gt;
* eat, drink, and sleep as necessary.&lt;br /&gt;
&lt;br /&gt;
Children may not be assigned to any administrator positions.&lt;br /&gt;
&lt;br /&gt;
Children may enter a [[strange mood]].  When the child becomes an adult, the child will gain legendary skill in wood carving, bone carving or stone crafting, depending on the artifact made.&lt;br /&gt;
&lt;br /&gt;
Children will grow into adults after twelve years.  They then become unskilled peasants, unless they successfully completed a strange mood other than possession, or received experience points towards [[grower]] by harvesting plants.  Children who immigrate to your fortress might be any age from 2 to 12, and there is no way to determine the age of a child.&lt;br /&gt;
&lt;br /&gt;
Children are also the target of [[goblin|goblin snatchers]], who will sneak into your fortress and try to kidnap the young dwarf in a sack.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3138</id>
		<title>40d Talk:Windmill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Windmill&amp;diff=3138"/>
		<updated>2007-12-16T20:40:13Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* how does it connect? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I changed the number of required pieces to 4, apparently thats all it needs on my game&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it's possible to connect multiple windmills together with gearboxes and axles, then send a single shaft over to your workshops? Will you get twice as much power from twice as many windmills? (I know common sense says you should, but has anyone tried it in the game?)&lt;br /&gt;
&lt;br /&gt;
:I verified that connecting two windmills does double the power.  Also, added how to get power back to the surface, some folks were having problems with that.    -- Infinity&lt;br /&gt;
&lt;br /&gt;
:Infinity: Doesn't using so many gear assemblies virtually drain all of the power? Would it not be a better idea to build a pedestal from a series of walls and floors to support a raised windmill, with a single gear assembly underneath it on the surface level? [[User:Matryx|Matryx]] 06:06, 31 October 2007 (EDT)  &lt;br /&gt;
::Yes, good idea.  I like the windmill tower!  --[[User:Infinity|Infinity]] 01:19, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's an assumption in this article which states that all windmills generate the same amount of power.  I think there is wind-dependancy or height above the land changes how much power is generated.  I've had windmills that power up to 20, but never 40 (yet). We need more information to confirm how it works. --[[User:Gibbonofdoom|Gibbonofdoom]] 05:17, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have removed &amp;lt;blockquote&amp;gt;It is not presently possible to build the gear assembly or axle ''before'' building the windmill&amp;amp;mdash;doing so will prevent the windmill from connecting to the assembly or axle.  Build the windmill first, and then build the axle or gear assembly beneath it.  You can of course still have the remainder of your machine built. ???? --[[User:Markavian|Markavian]]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
from the article. In addition to Markavian, I've also confirmed it to be false. [[User:VengefulDonut|VengefulDonut]] 09:00, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In my experience, Markavian is correct. --[[User:Savok|Savok]] 13:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have built a gear and then a windmill on the layer above of it via an adjacent walkway. --[[User:Markavian|Markavian]] 23:50, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sometimes my windmills just self-destruct. I think it's because I turned off the gear assembly under it (with a lever). It might also be because the gear assembly floods with water from the pump it powers. Has anyone else had this happen to them? [[User:Valdemar|Valdemar]] 11:54, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
- Yeah.  That's the catalyst.  a gear under the windmill supports the windmill.  (it's still hanging though) ... when you lever the gear off, the support is lost... and the windmill can fall over.  It's very ;_;  To verify this, build your gear and attach it to the lever first... with the lever in the &amp;quot;on&amp;quot; position, the windmill can be built over it.  in the other position, it cannot.  This also explains why the user thought it wasn't possible to build the gear first.  of course you'd want to build it and immediately turn it off... otherwise, you'll flood your area before your containing wall gets finished :) --[[User:Vaevictus|Vae]] 12:55, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== how does it connect? ==&lt;br /&gt;
&lt;br /&gt;
When you place/remove windmills, do they leave a hole in the ground/roof, or is it a non-contact force they are using to apply torque on the assemblies (magnets maybe?).  Do they punch a hole in like the wells-of-old?&lt;br /&gt;
&lt;br /&gt;
-- When placed, it's a small hole with a sealed wooden grommet to prevent liquid penetration.  Part of the removal process is to fill this small hole. --[[User:Vaevictus|Vae]] 13:25, 08 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i think i have a problem with my connections i buildit the windmill but nothing happens it just sits there?&lt;br /&gt;
&lt;br /&gt;
== Is the construction example a bad idea? ==&lt;br /&gt;
-- Just wondering.  I put it there, but wouldn't be upset it it was replaced with something prettier. --[[User:Vaevictus|Vae]] 14:15, 08 November 2007 (EDT)&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This allows water to flow past the pump when the pump is off, allowing for two pumps to use a single set of walls to contain the flowing water, with the direction based on which pump is on. It also allows for maintenance access from the pipe, at the cost of 3 extra wall sections and one extra floor.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; Could you explain this in more detail? allowing two pumps to use a single set of walls? [[User:VengefulDonut|VengefulDonut]] 23:24, 9 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24126</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24126"/>
		<updated>2007-11-21T19:10:48Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Still bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24125</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24125"/>
		<updated>2007-11-21T19:04:49Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Still bugged? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26444</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26444"/>
		<updated>2007-11-21T02:20:46Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Operational Magma Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...(rock n rat)nov 20&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26443</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26443"/>
		<updated>2007-11-21T02:20:23Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Operational Magma Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...rock n rat&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26442</id>
		<title>40d Talk:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma_forge&amp;diff=26442"/>
		<updated>2007-11-21T02:20:13Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Operational Magma Depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Operational Magma Depth ==&lt;br /&gt;
&lt;br /&gt;
More specifically, &amp;quot;nearby&amp;quot; means that at least one of its eight edge squares hangs over a hole which has magma at a depth of at least 4 on the level below. &amp;lt;br /&amp;gt;&lt;br /&gt;
:Verify - I've got a magma forge at the moment over 3 lava squares and it's not working, while the smelter next to it is. I think the building has to have at least one of those red circles over lava. Juckto 15:48, 14 November 2007 (EST)&lt;br /&gt;
::Sorry for moving this comment off the actual page, but this sort of thing is supposed to go in Talk. Anyway, I'm 100% certain of this information. &lt;br /&gt;
::Firstly, you're wrong about the &amp;quot;building has to have at least one red circle over lava&amp;quot; bit; the game explicitly says &amp;quot;At least one of the eight boundary squares must be over lava&amp;quot; when a magma building is not operational, and I've built a working magma forge whose upper-left corner is the only part over magma.&lt;br /&gt;
::Secondly, I built a tube to get magma over to my mineral deposits, on the other side of the map. I built a bunch of smelters and a couple of magma forges over it, and noticed that eventually they started flickering on and off. When I looked underneath, I saw that the entire tube in the area was at a depth of three or four, and the depths were shifting around like they do in water. The workshops only turned on when the depth under their open square was four.&lt;br /&gt;
::It's possible that if a magma workshop has more than one open area, the depth required to operate it is reduced. I wouldn't know. [[User:Tacroy|Tacroy]] 18:55, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ive been having some problems with my magma forge...my glass to like when a give then a task they wont do it but it wont leave a message telling that they cancel it it just stops i watch them and they bring the material over to it and then walk away like they did it...&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cloth&amp;diff=28028</id>
		<title>40d Talk:Cloth</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cloth&amp;diff=28028"/>
		<updated>2007-11-21T01:39:51Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: New page: how do u make plant fibers??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;how do u make plant fibers??&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2909</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2909"/>
		<updated>2007-11-19T23:34:15Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
You do not need a aquifer to make a well. You can flood the area 1 z-level under the well using ponds or rivers and make it on that.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2908</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2908"/>
		<updated>2007-11-19T23:33:52Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
You do not need a aquifer to make a well you can flood the area 1 z-level under the well using ponds or rivers and make it on that.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2907</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2907"/>
		<updated>2007-11-19T23:33:07Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
&lt;br /&gt;
You do not need a aquifer to make a well you can flood the area under the well using ponds or rivers and make it on that.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2906</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2906"/>
		<updated>2007-11-19T23:32:32Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Caution! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2905</id>
		<title>40d:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well&amp;diff=2905"/>
		<updated>2007-11-19T23:32:10Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Caution! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Wells''' are structures that serve as [[water]] sources for your dwarves. Dwarves will drink from wells if there is no [[alcohol]] to be found in your fortress, and your dwarves would rather drink from a well than from a [[river]] or pond. &lt;br /&gt;
&lt;br /&gt;
==Caution!==&lt;br /&gt;
Wells are currently associated with a crash bug. Be sure to save frequently before and after building them. {{ver|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
This seems to have been fixed - &amp;quot;fixed lockup from dry wells&amp;quot; [http://www.bay12games.com/dwarves/dev_now.html] {{ver|0.27.169.33b}}&lt;br /&gt;
&lt;br /&gt;
You do not need a aquifer to make a well you can flood the area under the well using ponds or rivers&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
To build a well, press the {{k|b}} key, followed by the {{k|l}} key.&lt;br /&gt;
&lt;br /&gt;
Wells require the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
*[[Bucket]]&lt;br /&gt;
*[[Block]]&lt;br /&gt;
*[[Mechanism]]&lt;br /&gt;
*[[Chain]] or [[Rope]]&lt;br /&gt;
*Open Space (A channel, filled with water, dug under the well.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3964</id>
		<title>40d Talk:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Farming&amp;diff=3964"/>
		<updated>2007-11-03T00:47:50Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: /* Farming aboveground issue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Farming in Winter==&lt;br /&gt;
It appears that farm plots now have a menu for farming in the winter.  Has anyone done this yet? --[[User:Karlito|Karlito]] 00:42, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sounds like winter farming works fine.  It's probably part of the general streamlining of temperature and whatnot (why would a tropical winter be worse than a glacial summer, underground?) --Doomclown&lt;br /&gt;
&lt;br /&gt;
Spider Webs do not seem to depend on being near the water or farms now. Most I have seen appeared in a narrow valley on the outside of the mountain. -Silveron&lt;br /&gt;
&lt;br /&gt;
==Farming aboveground issue==&lt;br /&gt;
You're allowed to build aboveground farm plots on areas where you can't actually plant seeds, but it doesn't tell you this. Basically you have to make sure farm plots outdoors are built on biomes that have at least some vegetation (shrubs, grass doesn't count) in order for your dwarves to actually plant the seeds you set. Trying to farm on a mountain biome or any other that is listed with &amp;quot;Other Vegetation: None&amp;quot; will end up with the plot just being ignored. And there are now often multiple biomes in any given fortress map, as seen on the site selection menu when you start a fort. --[[User:BahamutZERO|BahamutZERO]] 21:23, 30 October 2007 (EDT)&lt;br /&gt;
ya farming in the winter is handy now, but does any one know what it means when the plant type in the farm when you pick out what your going to grow is red it wont let me grow it??--rock n rat&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15495</id>
		<title>40d:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15495"/>
		<updated>2007-11-03T00:08:10Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does any one know how to make chains???&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15494</id>
		<title>40d:Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chain&amp;diff=15494"/>
		<updated>2007-11-03T00:06:37Z</updated>

		<summary type="html">&lt;p&gt;Rock n Rat: New page: Does any one know how to make chains i need to make a well and my dwarfs are going to die.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does any one know how to make chains i need to make a well and my dwarfs are going to die.&lt;/div&gt;</summary>
		<author><name>Rock n Rat</name></author>
	</entry>
</feed>