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	<updated>2026-08-03T10:30:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136944</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136944"/>
		<updated>2011-02-24T23:32:05Z</updated>

		<summary type="html">&lt;p&gt;Rogue ork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;br /&gt;
&lt;br /&gt;
Water is hardcoded, so you can't mod it. --[[User:SpitefulFox|SpitefulFox]] 06:02, 20 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Thanks --[[User:Rogue ork|rogue ork]] 00:30, 25 february 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Rogue ork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136606</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136606"/>
		<updated>2011-02-20T05:55:52Z</updated>

		<summary type="html">&lt;p&gt;Rogue ork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011&lt;/div&gt;</summary>
		<author><name>Rogue ork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136605</id>
		<title>v0.31 Talk:Modding guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Modding_guide&amp;diff=136605"/>
		<updated>2011-02-20T05:53:11Z</updated>

		<summary type="html">&lt;p&gt;Rogue ork: modding liquids question added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What can/cannot be modded==&lt;br /&gt;
I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --[[User:MadGreyOne|MadGreyOne]]&lt;br /&gt;
:Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --[[User:3|3]] 04:37, 6 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modding Liquids ==&lt;br /&gt;
Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks.&lt;br /&gt;
--[[User:Rogue ork|rogue ork]] 16:47, 20 february 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Rogue ork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=135649</id>
		<title>v0.31 Talk:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ice&amp;diff=135649"/>
		<updated>2011-02-03T12:41:13Z</updated>

		<summary type="html">&lt;p&gt;Rogue ork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Death by ice ==&lt;br /&gt;
&lt;br /&gt;
I had one of my dwarf walking through a shallow channel when suddenly winter came the froze solid the water into ice, killing the poor dwarf.&lt;br /&gt;
&lt;br /&gt;
Was quite funny.&lt;br /&gt;
--[[Special:Contributions/118.90.6.167|118.90.6.167]] 07:18, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Observations from a freezing biome. ==&lt;br /&gt;
Mined ice produces boulders of Ice which can be built with or dumped, they still cannot be added to stockpiles and will melt underground or if the overground temperature rises.&lt;br /&gt;
Ice boulders melt into 'dirty ice', which is liable to be cleaned up by a bored dwarf, and then into 'stagnant water'.&lt;br /&gt;
Stagnant water seems to act like blood smears and other psuedo liquids, it doesnt actually put water in the square, run or form pools.&lt;br /&gt;
Neither 'dirty ice' nor 'stagnant water' will muddy a floor for farming.&lt;br /&gt;
Anyone see any mistakes in this?&lt;br /&gt;
:I sure do, my good fellow; I sure do. --[[User:Bronzebeard|Bronzebeard]] 06:27, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
As for temperate biome, mined ice produces 'water' item {{Raw Tile|≈|3:1}} which can be cleaned. &amp;lt;br /&amp;gt;&lt;br /&gt;
BTW, brook behaves curiously on winter coming. I've got an edge of two biomes on my map and the brook is flowing from one to another. And on late Autumn first freezes the upstream part of the brook, then the downstream part does, on Spring downstream part melts first, then the upstream does. --[[User:Peregarrett|Peregarrett]] 13:34, 20 May 2010 (UTC)&lt;br /&gt;
:That sounds like expected behavior to me.  The colder tiles will freeze sooner and thaw later, regardless of the water source in question. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 13:53, 20 May 2010 (UTC)&lt;br /&gt;
::It looks funny, when a half of brook is frozen and the other half still flowing =)&lt;br /&gt;
::Further experiment shows:&amp;lt;br /&amp;gt;&lt;br /&gt;
:: * Later, on early winter it is always ice. &lt;br /&gt;
:: * When it is an ice boulder {{Raw Tile|•|3:1}} it can be used as other stone, for example a wall can be build of it.&lt;br /&gt;
:: * When it is an ice pile {{Raw Tile|≈|3:1}} it can be cleaned. Both items are described as 'ice'.&lt;br /&gt;
:: --[[User:Peregarrett|Peregarrett]] 14:17, 20 May 2010 (UTC)&lt;br /&gt;
:::I've seen this as well in a temperate climate with a brook. The transitions happen at consistent dates in the calender, obviously with water being liquid first, then patchily turning to ice, and the mined ice being anything from stagnant water, through dirty ice to ice (appearing as rocks) depending on the date and position on the map. Channelling the stuff creates 'glacial slopes', and any water that's flowed under the lip of the surrounding land (due to winter mining at the edges of the ponds/brooks when the water froze in previous winters) tends not to freeze up the following winter, at least at my current location, which can be a pain in the arse as it creates an 'entombing' hazard for the miners if they need to get access again and release too much of it at once and get caught in the quickly freezing flow. I can't wait for some sort of dwarven thermometer to be announced so that we can dot them around the locale and chart things a little more accurately. Could even have a 'noble' buzzing around with chalk and slate, doing the job for you.&lt;br /&gt;
::::Even though mined ice is treated as stone for purposes of construction I have had no luck getting any workshops to use it as such (ice furniture/blocks/crafts). Also making ice workshops works fine for me, i even have a working ice magma glass furnace. I have 2 magma glass furnaces, 1 melts quickly after construction the other doesn't, the one that doesn't melt is in a part of my map which is in a freezing glacier biome, the other in merely a 'cold' biome, the melting persists even when it's winter and temperature in that biome is subzero. --[[User:MLegion|MLegion]] 16:39, 22 July 2010 (UTC)&lt;br /&gt;
Personal observations as of 31.11: Ice stones can be designated to be picked up but won't be. Dwarfs just ignore it, even though they'll bring other dumped items to the garbage zone. I cannot do anything with ice. (This is rather irritating for me, because the ice.just.won't.melt.).&lt;br /&gt;
:::::As of 31.12 I can mark ice chunks for dumping and it works normally.  --[[User:FleshForge|FleshForge]] 10:14, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I get the impression you just can't farm at all in an ice map unless you are fortunate enough (!) to have water somewhere on the map that is practical to get to.  That's a real shame! --[[User:FleshForge|FleshForge]] 04:02, 5 August 2010 (UTC)&lt;br /&gt;
::  It turns out this is actually not all that hard, if you have large amounts and Z-levels of ice terrain type on your map: [http://www.bay12forums.com/smf/index.php?topic=63151.msg1457946#msg1457946 forum link]  --[[User:FleshForge|FleshForge]] 10:14, 6 August 2010 (UTC)&lt;br /&gt;
::: The information within this linked forum post should appear on the page.  It must be a FAQ for anyone embarking into a glacial map!&lt;br /&gt;
&lt;br /&gt;
== You CAN build workshops out of ice ==&lt;br /&gt;
&lt;br /&gt;
Currently this page states that you cannot build workshops out of ice.  I embarked on a glacier and immediately built a carpenter's workshop out of ice on the surface to churn out beds while the other dorfs dug down. It never did melt, though I deconstructed it for aesthetics.&lt;br /&gt;
&lt;br /&gt;
: Ditto, I just built my carpenters workshop out of ice. It was the first material in the list and I hit it by accident and left it to see, it works just fine.&lt;br /&gt;
&lt;br /&gt;
== Sculpted Ice Floors ==&lt;br /&gt;
&lt;br /&gt;
It seems odd to me, If you Engrave Smoothed Ice Walls you get the standard Quality levels. I have never seen a single tile with a quality level indicator. Stone floor tiles can have them, but Ice floors don't seem to get any. Bug?&lt;br /&gt;
:Alright, Some more experimentation made it clear that They have quality levels, they just don't get labelled. how strange.&lt;br /&gt;
&lt;br /&gt;
==Unstable Ice Constructions==&lt;br /&gt;
I was lucky enough to embark on a map with a natural water fall, and what better trap, I thought, than to be able to reroute the brook through my entrance tunnel and push invading nasties over the waterfall and off the map.   I was using drawbridges to control water flow I built one out of ice, ice being the most convenient material at the time, attached it to a mechanism and pulled the lever.  Come the spring my drawbridge melted.  I have not had the same experience with my ice walls. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:65.183.154.119|65.183.154.119]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Only '''constructions''' are immune to their surroundings - bridges are '''buildings''' and are thus susceptible to melting. --[[User:Quietust|Quietust]] 03:53, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Melting ice with magma==&lt;br /&gt;
Does anyone know how far away magma can be to a frozen lake to melt it?&lt;br /&gt;
or how deep you can have magma pipes in the water for it to still melt the top layer of a frozen lake?  [[User:Rogue ork|Rogue ork]]&lt;/div&gt;</summary>
		<author><name>Rogue ork</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=135648</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=135648"/>
		<updated>2011-02-03T12:38:24Z</updated>

		<summary type="html">&lt;p&gt;Rogue ork: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Raised bridges make walls==&lt;br /&gt;
Do raised bridges still make walls in this version? My bridge raises into place but there is no &amp;quot;wall&amp;quot; there and enemies can stand where the wall should be. --[[User:Bporgn|Bporgn]] 03:12, 18 January 2011 (UTC)&lt;br /&gt;
:Yes.  Of course, that only applies to non-'''retracting''' drawbridges. Retracting drawbridges effectively vanish. --[[User:DeMatt|DeMatt]] 06:51, 18 January 2011 (UTC)&lt;br /&gt;
::Yeah you know, somehow it must have ended up as retracting, but I was pretty positive I had it set. I made a new fort and it works so must have been my mistake. All the mobs that were on it when it raised/retracted would fly up into the air and very far outward as opposed to straight down, however. --[[User:Bporgn|Bporgn]] 06:01, 20 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bridges and Titans==&lt;br /&gt;
I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Working under bridges==&lt;br /&gt;
I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
:The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bridges block liquids==&lt;br /&gt;
Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Designating bridges along the map edge==&lt;br /&gt;
What do you mean by &amp;quot;a wall along the edge selected with the wadx keys when placing the bridge&amp;quot;?&lt;br /&gt;
I don't see any shortcuts when placing the bridge... are they just hidden or what? DF 31.10 [[User:Manslay|Manslay]] 07:27, 31 August 2010 (UTC)&lt;br /&gt;
:Wait, nevermind, BEFORE placing the bridge :/ [[User:Manslay|Manslay]] 07:29, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Heat Sensitivity ==&lt;br /&gt;
I have reason to believe that only the '''center''' tile of a bridge is sensitive to heat (when dealing with exposure to magma) - this is mostly based on the fact that if you use d-b-[whatever] to mass forbid/melt/dump/hide the components of a bridge, it only responds to the center tile which affects every single component. --[[User:Quietust|Quietust]] 19:35, 28 September 2010 (UTC)&lt;br /&gt;
: What counts as the center tile if your bridge has an even number of tiles? (say, a 4x4 bridge)--[[User:Twilightdusk|Twilightdusk]] 04:06, 24 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge vs Building destroyer ==&lt;br /&gt;
I read that buildings cannot be destroyed from below. If this is still true, then a LOWERED bridge (or a locked hatch) is a destroyer immune barrier if you put it over a ramp entrance to your fort. Can anyone confirm? Also, it's still unclear to me from reading forums how building destroyers interact with raised bridges. From what I read they will path to it and get stuck, or (if the bridge was in the lowered position when the path was calculated (as in when you unlock the clowns)) then they will destroy the bridge. I've only started playing recently, and so I'm still working on testing this. Can anyone with a readily available fort test this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lightswitch|Lightswitch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;br /&gt;
:I don't know, but if my current fort is any indication, building destroyers do not appear to destroy '''lowered''' drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --[[User:Quietust|Quietust]] 20:03, 26 August 2010 (UTC)&lt;br /&gt;
::this is because nothing creature, not even building destroyers, can destroy a building 1 z level above them. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:99.111.154.190|99.111.154.190]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Bridge displacing water ==&lt;br /&gt;
&lt;br /&gt;
If a bridge is being raised, will it displace the water on the part that becomes a wall? -like it displaces items-, or does it destroy the water, like floodgates do when they are raised?  [[User:Rogue ork|Rogue ork]]&lt;/div&gt;</summary>
		<author><name>Rogue ork</name></author>
	</entry>
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