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		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Manual_of_Style&amp;diff=100682</id>
		<title>Dwarf Fortress Wiki talk:Manual of Style</title>
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		<summary type="html">&lt;p&gt;Sensei: /* Vanity articles */&lt;/p&gt;
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&lt;div&gt;Discuss points of style, a few &amp;quot;threads&amp;quot; have been started to hit on some major issues. Please feel free to add new topics.&lt;br /&gt;
:Links to those threads would be helpful, since you're apparently referring to pre-existing discussions.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spelling ==&lt;br /&gt;
Do we use British or American spellings? Whichever we use, we should at the least be consistent. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:No, we shouldn't. This is neither a specifically British nor American game, it's an ''international'' game and so an international site. The ''only'' time such spelling needs be consistent is when it matches (or conflicts with) a game-term, or such that it's consistent within a single page. &lt;br /&gt;
&lt;br /&gt;
:I don't feel it's the job of the Admin to tell users to read and write either American or British exclusively, and thus alienate the other to any degree (however unintentionally that may be!).  Quite the opposite, we should welcome all - [[Dwarf_Fortress_Wiki:Community_Portal#X|X is for Xeniality]]! More, it's no editor's job either - as that can lead to cultural edit wars and just plain, dull petty jingoism.  I know that color and colour, flavour and flavor, and all the rest are the same - it's a wide, wide web - it's time we all get used to it. ; ) --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::By consistency, I was referring to how the game uses Armor, thus we probably shouldn't use Armour. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:47, 3 April 2010 (UTC)&lt;br /&gt;
:::I agree. If the game says &amp;quot;Armor,&amp;quot; then the page and all references to the concept should read &amp;quot;Armor,&amp;quot; not &amp;quot;Armour.&amp;quot; However, I don't think it's appropriate to get up in arms &amp;lt;!--har har--&amp;gt; about &amp;quot;Armour&amp;quot; if it's not referring to the in game concept -- this is a terrible example.  Flavour, if it's written somewhere, does not deserve an armed attack on all instances of the word to change it to Flavor, nor vice versa, since they're not arms.  Or something. --[[User:Briess|Briess]] 19:40, 8 April 2010 (UTC)&lt;br /&gt;
:Writing in English is hard enough for me. :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kummahiih|Kummahiih]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::::&amp;lt;nods&amp;gt;  If the term is found on the [[armor]] page, then of course it should all match - as I said above. Likewise something's referring to armor as a game concept, the item &amp;quot;plate armor&amp;quot; for instance.  But if a tangential line on the article on [[beak dog]]s reads something like &amp;quot;''they're dangerous, and can quickly mangle an unarmoured dwarf&amp;quot;'', there is no need (nor just reason) to change that.  It's not referring to the game term, it's not linking to any page, it's simply referring to the abstract strategic concept, which is the same in either spelling.   Slavish enforcement of spelling where it makes no diff is not the way to go. This wiki is not that rules-centric, and most users like it that way.--[[User:Albedo|Albedo]] 23:09, 8 April 2010 (UTC)&lt;br /&gt;
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== Repetitive Intensifiers ==&lt;br /&gt;
Does &amp;quot;very, very yellow&amp;quot; offer any useful information over &amp;quot;very yellow&amp;quot;? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Does asking this question offer any, any useful information over not asking?  A rather specific question for a &amp;quot;Manual of Style&amp;quot;, especially without a specific reference or more general point to be made.  But I would hazard the guess that that particular editor found that particular phrasing both useful and mildly entertaining in that context - this wiki is not as sterile as some, nor as formal.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::These questions were mainly a starting point, to give people an idea of the sort of things that we mean when we say 'style'. And you're right, it is very specific, but I think it's a decent thing to consider, along with the use of 'literally' as a generic intensifier, etc... [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:52, 3 April 2010 (UTC)&lt;br /&gt;
:::I know what you're saying, but to try to regulate such would be a literally endless deathmarch. &amp;quot;Style&amp;quot; is personal, and some works and some doesn't, and some very cludgey stuff works when it shouldn't. I have a very wordy style, others have a very pithy, terse one, and neither is better or more or less &amp;quot;appropriate&amp;quot;. Any literally unclear or broken usage will get cleaned up on its own without our enforcement, but very, very personal style should simply be overlooked so long as it works in context.  (We have better things to do, really!) ; D  --[[User:Albedo|Albedo]] 06:01, 3 April 2010 (UTC)&lt;br /&gt;
::::Well, not right now I don't, EmiBot's current tagging job is going to take all night I think. She has to go to each page, load every link until she reaches a no page exception and then tag the page. She'll end up loading lots of pages per each actual page processed. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 06:06, 3 April 2010 (UTC)&lt;br /&gt;
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== Humor ==&lt;br /&gt;
Does humor belong in informative articles? Where is humor acceptable? Is humor (or &amp;quot;humorous prose&amp;quot;) within an article like [[40d:carp]] useful, or does it only serve to confuse and make solid information harder to find? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Yes, depending. So long as the humour is ''either'' separate or clearly a side-product, it's fine. When a user decides to rewrite an article as their own stand-up routine, that's usually not acceptable. Adding the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' template above a comedic rant is often acceptable, but not if the sole purpose seems to be for the amusement of the editor, rather than the reader, or if it's just not relevant.  In the end, it's no diff than any other edit - some efforts are generally appreciated and accepted, and some are just &amp;quot;wrong-o&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:In short, you can't define it, you can only know it when you see it.  But Carp, in specific, have a long and highly honoured history in DF culture. And cheese. And fire, and magma, and beards, and microcline, and elephants, and cats, and migrants, and nobles, and losing, and... --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
::I know that all those things have such a history, but if you're a new player reading the article on carp, you are very likely to be confused and come out unsure of what was solid info and what was hyperbole, or comedic. I think in general, the sort of stuff {{tl|D for Dwarf}} describes is what shouldn't be in informative articles, or at least not such a broad marking -- perhaps it would be better used in sections rather than at the top of an article like it often is placed? [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:56, 3 April 2010 (UTC)&lt;br /&gt;
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:::Actually, the current community standards suggest that &amp;quot;Wit&amp;quot; be kept to a minimum. Missed that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::Having discovered this game only a year ago I'd like to say that '''every single inside joke''' on this wiki was both entertaining and part of the game experience. I relied on this wiki so much I even feel stranded a bit. Mark it with D-for Dwarf template for it to be found and I think that everything will be fine. My two cents. [[Special:Contributions/90.191.16.52|90.191.16.52]] 19:26, 8 April 2010 (UTC)&lt;br /&gt;
::::As another person who has recently found Dwarf Fortress and the wiki, I love the D-for Dwarf stuff. It provides a clue to what other players consider interesting or historic for the game, and usually gives some information on how the topic of that article can provide 'fun'.--[[Special:Contributions/66.207.88.49|66.207.88.49]] 11:56, 11 April 2010 (UTC)&lt;br /&gt;
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:::When I first picked up DF about two years ago, I distinctly remember actually using the D for Dwarf category as my primary point of navigation through the wiki, and several times lamenting the lack of further pages in that style.  Much of the flavor of the game comes from the (frequently absurd) conclusions that the player base draws from observed behavior, quirks and bugs.  Generally it is easier to come to grips with the fact that your fortress has crumbled to an end after an out-of-control fire incident when you are able to chuckle to yourself about dwarfs who think there's nothing about a glowing !!sock!! that isn't totally cool and worthy of being stored in their wooden chests.  Take that away and (unless our hypothetical new player is able to independently reach the same conclusion) and all you have is yet another reason to be annoyed that the game is still in alpha. --[[User:Johntor|Johntor]] 19:46, 16 April 2010 (UTC)&lt;br /&gt;
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::It should be fairly easy to distinguish fact from hyperbole/rant etc. if you use the '''&amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt;''' tag correctly though, for example, adding the 'humorous'&amp;lt;!--SPELLING?--&amp;gt; bit at the bottom of a page, preceded by the tag. If used correctly, I believe it's acceptable. I started playing after the carp days, and still found those types of articles hilarious. --[[User:Ramperkash|Ramperkash]]&lt;br /&gt;
::: The occasional humorous bits included in the wiki here have always been one of my favorite things about dwarf fortress. I would be very sad if these were removed from the wiki. [[User:Doctorzuber|Doctorzuber]] 01:53, 8 April 2010 (UTC)&lt;br /&gt;
:I don't think (hope not) that anyone is going to delete &amp;quot;all humour&amp;quot; - that would be lame indeed. But there are recent examples where some self-appointed site Wit has added reams of quips into an article - and that's just not going to work very often. The yardstick, I think, is multifold: 1) will it muddy/confuse the facts to a newbie? And/or is the humour &amp;quot;funny&amp;quot; to the Users as a whole? It's not like the Quotes page where if one person likes it then it's pretty much there to stay.  Just as with any style, it's subject to editing.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:Perhaps we should revise the D for Dwarf template so it boxes in the D for Dwarf material? Such as &amp;lt;nowiki&amp;gt;{{D for Dwarf|My Funny Jokes About Plumbers Here}}&amp;lt;/nowiki&amp;gt; -- that way we still have our humor, but we make it significantly obvious what is meant as silliness and what is serious / factual. --[[User:Briess|Briess]] 19:36, 8 April 2010 (UTC)&lt;br /&gt;
::If you can get it to work (style-wise) on [[40d:carp]] and [[40d:fire]], then I think you've got a winner. (Those are two of the more &amp;quot;muddied&amp;quot; articles I can think of.)--[[User:Albedo|Albedo]] 23:12, 8 April 2010 (UTC)&lt;br /&gt;
:I believe humour has it's place on the DF wiki. That place is not everywhere, but it's definitely in the [[40d:carp]] article. I can't think of any hard rules on where humour is appropriate, but I'd say if the subject is a major source of [[Fun]] then it's probably okay. A more mundane subject like [[Well]] is probably best left completely straight. [[User:KFK|KFK]] 14:28, 24 April 2010 (UTC)&lt;br /&gt;
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== Page Format ==&lt;br /&gt;
We should have some sort of general format for pages, so that like-information appears consistently in the same spots on different pages. This might be a little harder to figure out. [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:We currently do within like pages. Every creature, every stone, every workshop, every skill... um... pro'ly some other stuff, is parallel.  Truly parallel items ( [[40d:armor piece]], [[40d:trade good]]s ) are grouped under a single umbrella article, and some (like [[40d:gem]]) even listed in a table.  If an editor gets excited and confident, they can suggest/establish a format for a new category of page.  But a stone and a workshop do not have the same sort of information that needs to be communicated, so trying to establish a single format for all seems counter-productive. &lt;br /&gt;
&lt;br /&gt;
:When formating a page, you want:&lt;br /&gt;
:* A clear Intro (if the article is long).&lt;br /&gt;
:* '''Bold key words''' - anything that redirects to that article should be clearly noticeable early in the article. If in a lower section, mention it and add an internal subsection link.&lt;br /&gt;
:* Use a Table of Contents if necessary&lt;br /&gt;
:* Use graphics - tables, images, templates - ''especially'' if templates exist for that page type! (spec creatures, workshops, etc.)&lt;br /&gt;
:: --[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
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:::Along the same lines, I think it might be good to look at how some of the existing templates are designed. Specifically [[Template:Buildings]], [[Template:Creatures]] and [[Template:Workshops]] to name a few. Buildings and Creatures are both large (maybe excessively so) and none of them seem to follow the same formatting rules. I would be happy to play around with it, but I'm much more of a 'code' person rather than a 'style' person, so I'm not sure what would be a good way to reformat them. Any thoughts?--[[User:Soy|Soy]] 00:12, 7 April 2010 (UTC)&lt;br /&gt;
::::&amp;quot;Creatures&amp;quot;, for one, is going to need a work-over, as constants in 40d seem to have become variables in 31.01 - let me cogitate on it, I'll leave this page open and get back to you on it.--[[User:Albedo|Albedo]] 20:01, 7 April 2010 (UTC)&lt;br /&gt;
:::::I'm confused on the &amp;quot;constants in 40d seem to have become variables&amp;quot; comment. Could you clarify please? --[[User:Soy|Soy]] 21:00, 7 April 2010 (UTC)&lt;br /&gt;
::::::Re creatures? Did you play the prev version? There are only a few &amp;quot;constants&amp;quot; in a creature's template - most answer &amp;quot;what do you get when you butcher one?&amp;quot;  Used to be 100% predictable - now it seems highly ''un''predictable. Meat, fat - even bones. Look at any cv creature page - [[dragon]], for instance - see all those ? marks?  ''That's'' what I mean.--[[User:Albedo|Albedo]] 02:50, 8 April 2010 (UTC)&lt;br /&gt;
:::::::That's what I wanted to clear up: you're talking about [[Template:CreatureInfo]] and I'm talking about [[Template:Creatures]]. I was thinking it would make sense to break it up into sub-templates for the categories contained in [[:Category:Creatures]] e.g.: one for humanoids, animals, megabeasts, etc. For [[Template:CreatureInfo]] (the one you were considering) it would be an extremely simple process to remove those static links and allow each editor to propagate them with whatever is appropriate, maybe even a range of numbers? I'm not really sure as I wasn't considering that particular area, sorry. --[[User:Soy|Soy]] 04:39, 8 April 2010 (UTC)&lt;br /&gt;
:Oh - ''that!'' Yeah, no doubt - we'll need a new template, since the redirects go to diff creature articles. The style format should relate to how we present diff creature articles - the [[creature]] page is not to my satisfaction, and it's all inter-related. &amp;quot;Humanoids&amp;quot;? Aren't some animals half/half? In-game distinctions might be best, sim to how they're listed in the RAW's - &amp;quot;domestic animals&amp;quot; is one from 40d, and so on. Easier to list, too, since only one RAW file needs to be addressed at a time. Other approaches are certainly valid and possible.--[[User:Albedo|Albedo]] 18:52, 8 April 2010 (UTC)&lt;br /&gt;
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== Image Use ==&lt;br /&gt;
Where should we use images, and how should we include them (where on a page)? [[User:Emi|Emi]] 04:14, 3 April 2010 (UTC)&lt;br /&gt;
:Wherever they are helpful, and however they look best. Again, no single rule fits all.  On the right, usually (but not always), and matched up with relevant text as much as possible. Thumbnailed down to a reasonable size (big enough to be visible/useful - if still too big, then that requires either a new pic or a text that encourages the user to &amp;quot;click to expand&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
:The guidelines for image use are simple:&lt;br /&gt;
:* Use .PNG format.&lt;br /&gt;
:* Use one of the default graphics packages, the tileset or ascii. ''(Note that the Mayday download is NOT one of these!)''&lt;br /&gt;
:* Use the default [[colour scheme]].&lt;br /&gt;
:* Make it look good.&lt;br /&gt;
:* No copyrighted material, etc etc.&lt;br /&gt;
:That's it.--[[User:Albedo|Albedo]] 05:34, 3 April 2010 (UTC)&lt;br /&gt;
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::No copyrighted material, is a hard thing to do though. Because in theory, any screenshots of the game are considered copyrighted, or are at the very least, in a very gray zone. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 05:53, 3 April 2010 (UTC)&lt;br /&gt;
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:::I assume it means no material that cannot be freely reproduced, i.e, either you own the copyright or it is under a creative commons license, etc. --[[User:Bombcar|Bombcar]] 20:11, 3 April 2010 (UTC)&lt;br /&gt;
::::Let's please NOT get into an amateur discussion of copyright laws.  Put 50 experienced copyright lawyers in a room, and you'll have ''more'' than 50 opinions on what the law actually states for any particular situation - and we're amateurs, and from different nations with diff laws, and this is international and national issues. Common practice is that screenshots are kosher on this wiki. And we can leave it at that.--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
:::::Actually, this is something we need to discuss.  in the US, any images of a copyrighted game are considered copyright by the holder of the game's copyright.  All we can claim is fair use, which is fine -- I doubt Toady One is going to sue us for using DF images.  The other consideration is that of tilesets: the creators of the tilesets still hold exclusive copyright unless they release it into the public domain or into a free license.  This brings up international considerations, however; some countries do not allow a author to release material into the public domain, and others allow third parties to pursue litigation and compensation on behalf of the copyright holder.  So, in summary, we can require that images are released into the public domain AND a free license, or just a free license if they are not images of the game itself;  otherwise, we have to require that the image is fair use for the topic at hand.  Alternatively, we could request that Toady One loosens his license in regards to screenshots of the game.  --[[User:Briess|Briess]] 22:40, 18 April 2010 (UTC)&lt;br /&gt;
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== Handling template breaking of redirects? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;How do we want to handle this? For example, {{L|Furnace Operator}} doesn't work; nor does {{L|pearlash}} - you have to use {{L|ash|pearlash}} to get it to go to the right place. Note that these examples don't work on this page; see [[40d:kiln]] for examples.&amp;lt;/s&amp;gt; --[[User:Bombcar|Bombcar]] 17:56, 3 April 2010 (UTC)&lt;br /&gt;
:''(This is not a style question - reposting on Current Events.)''--[[User:Albedo|Albedo]] 21:09, 3 April 2010 (UTC)&lt;br /&gt;
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== Vanity articles ==&lt;br /&gt;
&lt;br /&gt;
What to do about pages like [[Asax|this]], which have no value to the game or to any other player, only to the one player (or a very few at most)?  Almost like a [[bloodline]] page.  On one hand, not hurting anything, ''and'' it's good practice if that editor ever wants to actually contribute something, you know, &amp;quot;useful&amp;quot;. But on the other, it is hurting, because it's more bandwidth for the next version change.  Meh.  Maybe just not worth the trouble to worry about either way, cost/benefit-wise. Thoughts?--[[User:Albedo|Albedo]] 01:16, 5 April 2010 (UTC)&lt;br /&gt;
:I was actually thinking about this the other day but didn't know where to discuss it. I'm all for a Community Legends category or something similar, as I believe there's a [[Cacame_Awemedinade|Cacame]] page, [[Tholtig]], [[Morul]], and I imagine Ironblood or Nist Akath will get their own page sooner or later considering their massive reputation. Obviously we'd have to watch for people arbitrarily adding tons of stuff, but I'm certainly not against it so long as it's patrolled and kept 'rare' so to speak. --[[User:Retro|Retro]] 01:33, 5 April 2010 (UTC)&lt;br /&gt;
:Oh, and for reference, the Asax page spawned from [http://www.bay12games.com/forum/index.php?topic=52295.90 here]. --[[User:Retro|Retro]] 01:42, 5 April 2010 (UTC)&lt;br /&gt;
::This page exists and can exist for the same reason that [[Boatmurdered]] can have a page.  The community decides that some things are epic - those things become community lore and thus part of the meta-game.  This is the kind of thing that the D is for Dwarf tag is for. (Also, no extra bandwidth because he should remain unversioned, and thus never need to be moved). --[[User:Squirrelloid|Squirrelloid]] 02:29, 5 April 2010 (UTC)&lt;br /&gt;
:::While there's nothing inherently unacceptable about vanity articles, and the occasional well written vanity article now and then can be a good thing (within reason), well... the Asax article in particular is just not very good. There's nothing there that's extraordinarily interesting, and there's certainly no actual content worthy of including on the wiki. It needs to be either significantly expanded (if there even is any more material to expand it with - I've not yet read the forum thread), or else deleted entirely. And I'm leaning distinctly towards the latter, as it stands. This article feels to me like the aforementioned &amp;quot;arbitrarily adding tons of stuff&amp;quot;, and that's certainly not something to be encouraged. --[[User:Morlark|Morlark]] 09:04, 6 April 2010 (UTC)&lt;br /&gt;
Well, it seems these are natural expansions from the [[forums]] - an area that I've largely dropped due to time constraints, and so remain (blissfully?) ignorant of.  And even then, some of the subforums were always of far less interest than others for me, or for any reader.  Unfortunately, there is no fair-handed way to legislate what is &amp;quot;interesting&amp;quot; and what is not.  When [[planepacked]] hit the wiki, I was bored beyond description - someone had a glitch in their game (or maybe abused the hell out an exploit for personal bragging rights), so effin what?!  But here we are.  So, looks like they stay, and the only option is to add &amp;lt;nowiki&amp;gt;{{D for Dwarf}}&amp;lt;/nowiki&amp;gt; and/or edit them so they read better. : \  --[[User:Albedo|Albedo]] 16:02, 6 April 2010 (UTC)&lt;br /&gt;
:I think the solution to this is an umbrella page, to be frank. Not sure what all of your positions are on that, but someone could reasonably go through the D for Dwarf articles and decide which ones could just go in a 'Community Stories' page. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:24, 29 April 2010 (UTC)&lt;br /&gt;
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== in-article Capitalization ==&lt;br /&gt;
&lt;br /&gt;
Articles are all capitalized - but that doesn't mean that they're all Capitalized. In an article, we should refer to a dwarf's [[armor]], not to their [[Armor]].  This gets exceptionally annoying in, for example, lists of plants, like [[Plump helmet]]s and [[Pig tail]]s, but also when suddenly [[Gold]] appears as if it's become some sort of sports team, or perhaps we're referring to someone's lawyer by last name.  Even the &amp;quot;see also&amp;quot; at the bottom of a page? Altho' on one level it just doesn't matter, it reinforces that capitalization twitch. For example:&lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
vs. &lt;br /&gt;
&lt;br /&gt;
:'''See Also:''' &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
&lt;br /&gt;
I'd rather use the latter. It's not a proper noun (not even as an article name), and we're not speaking German (which does capitalize random nouns).--[[User:Albedo|Albedo]] 20:55, 6 April 2010 (UTC)&lt;br /&gt;
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:Links should be capitalized according to standard grammatical practices. So don't link [[Like this]], link [[like this]]. [[Of course]], if the word should be capitalized, like if it's at the start of a sentence, capitalize it. Proper nouns, like [[Urist]] or [[Toady]], should of course also be capitalized. Plant names aren't proper, unless it's the plump helmet Vendorblood the Menace of Crafting, and so shouldn't be capitalized.&lt;br /&gt;
&lt;br /&gt;
:Since we can't have any simple rules, though, I think your '''See also''' example should be the former. Items in a list are treated grammatically like a sentence, and a '''See also''' section is a list of other articles to visit, even if it's only one item long. So it should be &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
: not &lt;br /&gt;
:*[[DF2010:Plaster powder|Plaster Powder]] &lt;br /&gt;
: or &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster powder]]&lt;br /&gt;
: or, god forbid, &lt;br /&gt;
:*[[DF2010:Plaster powder|plaster Powder]].&lt;br /&gt;
&lt;br /&gt;
:Also to further complicate things and draw this conversation into areas it probably shouldn't go, section headers should only have the first word capitalized, so it should be '''See also''', not '''See Also'''. This is neither here nor there, however, and is just a rule I picked up from Wikipedia. In general, I defer to Wikipedia practices when editing any wiki, since that's kind of the norm. --[[User:Mikaka|Mikaka]] 21:43, 6 April 2010 (UTC)&lt;br /&gt;
::Agreed, I think Wikipedia should be a general standard, unless there's a reason to change it, like our version namespaces. --[[User:Aescula|Aescula]] 21:40, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's generally considered correct for bulletted/numbered lists and tabular data to be capitalised. Obviously, if people are capitalising article titles in non-lists, or in in-line lists within a sentence then that isn't correct. But for the specific example you gave, the correct capitalisation would be:&lt;br /&gt;
&lt;br /&gt;
:'''See also:'''&lt;br /&gt;
:[[DF2010:Plaster powder|Plaster powder]]&lt;br /&gt;
&lt;br /&gt;
:--[[User:Morlark|Morlark]]&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10124</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10124"/>
		<updated>2009-05-31T20:04:04Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Failure to comply */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
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There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
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:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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::::This doesn't sound like it has much effect on a &amp;quot;kill early, kill often&amp;quot; approach &amp;amp;mdash; e.g. preparing their death room immediately upon their arrival, and luring them in via a profile-set lever pull job.  The count won't be popular (at least in your fort) if nobody knows him, unless he's popular by reputation or something.  Angry relatives?  If they show up friendly but ready to tantrum, I draft / lure them into killing rooms; if they're hostile, I deal with them like a siege.  Nobles all being upset by the tax collector means nothing if I've killed all the nobles.  And it's not like I'm going to make tombs for them, either.  Only the law enforcement one looks like an issue.&lt;br /&gt;
&lt;br /&gt;
::::On the other hand, maybe that's the point &amp;amp;mdash; you're penalised if you just randomly kill nobles because you don't like them, but you're also allowed to run a &amp;quot;screw the nobility, we're a free communal fortress&amp;quot; game (or have a &amp;quot;kill the entire current regime, we want a revolution&amp;quot; event) so long as you actively enforce it. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:02, 31 May 2009 (UTC)&lt;br /&gt;
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: Another issue that can pop up is killing your Baron/Count/Duke, their spouse will stick around and remain a noble even after the replacement and their spouse has shown up. On one fortress my count had 3 Countess Consorts, one was his wife and the other 2 were leftovers from the previous 2 counts. One Baron happened to be standing under a drawbridge as it came down (don't ask what a drawbridge was doing in his room, lets just say he wasn't going to get that rock crystal item he wanted) and his widow was promoted to Countess Consort when the new Count showed up to replace him a few seasons later. That Count was tending a farm when a squad of gobs beat the living tar out of him and his widow remained a Countess Consort even after the third noble arrived to replace the dead Count. They all still make demands/mandates and still require rooms/tombs and all that as before. [[User:Lando242|Lando242]] 20:55, 18 January 2009 (EST)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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::I've been trying to sell my dwarves for ages, as a 'clean' approach to dealing with nobles and unwanted immigration.  Sadly, they always seem to die of thirst first.  If I let them out just once to drink, they die of hunger.  Maybe if I let them out twice... but that's a lot of effort.  Better to just let them die, unless they're very popular or something. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:06, 31 May 2009 (UTC)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
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I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
&lt;br /&gt;
I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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:I had the usual five nobles show up once in an immigration wave that took me over 80 dwarves, and promptly killed them, along with most of the immigrants.  I subsequently set my population max to 50.  My current population (minus nobles) is 69, yet those same nobles continue to show up every few seasons, suggesting that once you become a barony (80 pop, initial baron/ess arrival), they'll continue to show up again, regardless of your current status. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:10, 31 May 2009 (UTC)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;br /&gt;
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==Pretentious Arrangements==&lt;br /&gt;
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Thoughts about a lesser's pretentious &amp;lt;whatever&amp;gt; arrangements seem to be a common source of noble unhappiness. (this is especially annoying for me as my mayor has an artifact in her bedroom raising it to Royal and my queen has no list of likes and dislikes, so I can't make her happy just by having the right booze) it would be interesting to know what exactly causes the difference between &amp;quot;upset&amp;quot; and &amp;quot;shattered&amp;quot;, how to avoid it, and good ways to mitigate it's effects. I might have to do some research on my old fort to check this myself. --[[User:Pyrite|Pyrite]] 13:58, 6 January 2009 (EST)&lt;br /&gt;
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:Well, I suspect that the difference is related to the difference in room value, although I suppose that's stating the obvious. Another obvious solution would be to move the artefact into the higher-ranked Noble's room, assuming that's possible. Otherwise, I suppose the simplest (if not the easiest) way to mitigate its effects is to add as much value as possible to the Queen's room. As well as furniture, you can get surprising results with smoothings, engravings, and building an expensive floor over the engraved one if you have no qualms about exploiting such strangeness.--[[User:Quil|Quil]] 18:07, 6 January 2009 (EST)&lt;br /&gt;
::I can confirm it's the difference between relative worth.  I kept getting these annoying messages in my count + consort until I stuffed a platinum statue in their rooms.  Obviously, this increased the worth of the room by 12K, easily dominating the 'lesser' quarters.&lt;br /&gt;
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::It does require that there be a significant difference; having them at roughly equal worth will cause unhappy thoughts, which was my problem in my most recent fortress.  I just housed all my nobles in the same residential stack as everyone else, adding extra room additions off the main design for offices, dining rooms, etc.  The Count's room was a LITTLE better as his walls happened to be ore-bearing, but it wasn't enough to please him, hence the statue.--[[User:ThunderClaw|ThunderClaw]] 10:04, 7 January 2009 (EST)&lt;br /&gt;
:::Alright, I've put the artefact cabinet back in my mayor's room, and now will proceed to test this principle by making the Queen's rooms incredibly nice. I'm going to start by replacing all her furniture with gold and platinum, and move up from there.--[[User:Pyrite|Pyrite]] 15:49, 7 January 2009 (EST)&lt;br /&gt;
::::You may have a long way to go.  Artifact furniture can easily be 50 or 60K, whereas the most expensive single piece of furniture I've ever been able to produce is a masterwork platinum statue, which is 12K. --[[User:ThunderClaw|ThunderClaw]] 16:36, 7 January 2009 (EST)&lt;br /&gt;
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::::While you can't order artifacts dumped, you can apparently order them forbidden.  So maybe you could forbid it and then move the creator's quarters elsewhere, leaving the original one vacant.  Or maybe you could make them temporary quarters elsewhere, wait for them to move the artifact, then forbid it and move them back. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:22, 31 May 2009 (UTC)&lt;br /&gt;
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== Noble upgrade size. ==&lt;br /&gt;
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I have a count still event though I have 148 dwarves.  Could it be dependant on more than just the 140, or is it different now?   [[User:PierreMonteux|PierreMonteux]] 21:55, 11 February 2009 (EST)&lt;br /&gt;
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: I'm at 188 dwarves still with a count not a duke.  Could there be a dependancy on metal jobs?  Other than melting down the goblin metal, I don't have any metal jobs going. [[User:PierreMonteux|PierreMonteux]] 10:47, 14 February 2009 (EST)&lt;br /&gt;
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I just had a peasant give birth to a baby.  This put my population at 110, and I immediately got a message that my fortress had been made into a county.  So, I will remove the &amp;quot;verify&amp;quot; tags from the count/count consort promotion info.--[[User:Scrotch|Scrotch]] 18:59, 27 May 2009 (UTC)&lt;br /&gt;
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::I'm certain that exports are a requirement. Remember that only wealth you have created can count as exports, trading goblin items won't raise the number. If you can't offer it, it doesn't count. I had a fortress with 140+ dwarves that jumped up to a barony from nothing when I started exporting. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 20:03, 31 May 2009 (UTC)&lt;br /&gt;
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== Failure to comply ==&lt;br /&gt;
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I'm surprised this hasn't come up yet, but what happens if you don't give a noble the room he/she requires?  I know they get unhappy thoughts, but is that all?  Will they punish anyone?  Or just start throwing tantrums?  Next useless noble I get is sleeping in the barracks.  On the floor.&lt;br /&gt;
:Unhappy thoughts? I don't think there is any repercusions. --[[User:Zchris13|Zchris13]] 16:26, 12 May 2009 (UTC)&lt;br /&gt;
::Unhappy nobles means more mandates, more demands and harsher sentences. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 20:04, 31 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10123</id>
		<title>40d Talk:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Noble&amp;diff=10123"/>
		<updated>2009-05-31T20:03:19Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Noble upgrade size. */&lt;/p&gt;
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&lt;div&gt;Added the dungeon keeper noble. He just showed up at my fort in year 1053. --[[Idles]]&lt;br /&gt;
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I'm &amp;quot;fixing&amp;quot; the change, &amp;quot;16:59, 31 October 2007 Lightning4 (Talk | contribs) (1,934 bytes) (→Appointments - Isn't called bookkeeper, at least when the fortress is new.)&amp;quot;, because in my forts it IS called bookkeeper when the fortress starts.  Other edits have backed me up, suspect editor was confused--Please discuss this here? --[[User:Sowelu|Sowelu]] 15:09, 31 October 2007 (EDT)&lt;br /&gt;
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:I apologize, I was indeed incorrect. You do start with a Bookkeeper, which in very short order can be upgraded to a Treasurer. Unsure of requirements, possibly only requires 20 dwarves like the sheriff. My fortress has one and I haven't even done anything besides changed who had bookkeeping and set it to higher priority (did not build study yet). That's probably what got me confused since the bookkeeper upgrades very quickly. [[User:Lightning4|Lightning4]] 18:11, 31 October 2007 (EDT)&lt;br /&gt;
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::Yeah, 20 dwarves sounds accurate enough to put in there.  He didn't turn when I had only 17. --[[User:Sowelu|Sowelu]] 18:14, 31 October 2007 (EDT)&lt;br /&gt;
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&amp;quot;Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).&amp;quot; This does not seem to hold true; I have a newly-developed habit of making the last dwarf on the screen (used to be my designated hauler-peasant) into the administrator, with all the social skills for filling the four starter noble roles. He gets auto-assigned to all four administrative positions; I'm thinking that instead of being fixed or random, the starting assignment is based on social skills. --[[User:Alfador|Alfador]] 00:29, 1 November 2007 (EDT)&lt;br /&gt;
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I had a Philosopher show up last night. I'm unsure of the requirement to get him; the only really notable thing that had happened was I got over 100 dwarves. I'm adding him to the list of Nobles, though, since I can confirm he still exists in the new version. I also divided the page structure between Appointed and Immigrant nobles, since the current header was misleading (Dungeon Master and Philosopher cannot be appointed). --[[User:Zurai|Zurai]] 20:55, 10 November 2007 (EST)&lt;br /&gt;
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I had the king show up tonight.  &amp;quot;The King arrives, dressed as a peasant.&amp;quot;  I have no idea what the requirements were.  I missed the 1051 and 1052 dwarf caravans due to prolonged sieges, and had no immigrants those years.  1053 I had the caravan; a season later a wave of immigration brought my total dwarves up to 37.  In the spring the king arrived, along with enough others to bring the population to 63.  At that time I was notified that the Captain of the Guard position was available.  Only thing I can think is that I hit adamantine during the siege years, and mistakenly built a number of ridiculously valuable adamantine objects. (Door, Coffin, etc.)  This has raised my fortress value to 1.3 million.  Is 1 million value perhaps the trigger?  I have no coins, and no nobles other than the starting 4 positions.  I did not appoint a sheriff. [[User:Doctorlucky|Doctorlucky]] 04:15, 15 November 2007 (EST)&lt;br /&gt;
:In the last version, hitting adamantine without proper requirement for the king triggered the reaction of having the king arrive dressed as a paysant. Maybe it's the same here. --[[User:Eagle of Fire|Eagle of Fire]] 04:20, 15 November 2007 (EST)&lt;br /&gt;
== What determines expedition leader? ==&lt;br /&gt;
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There are a number of situations to test out:&lt;br /&gt;
* No social skills on any dwarves&lt;br /&gt;
** ''Probably random, possibly based on the Dwarf's thoughts and preferences''&lt;br /&gt;
* Majority of social skills on one dwarf (various positions in start order)&lt;br /&gt;
** ''Test case 1: only one dwarf has social skills - gives that dwarf as leader and all positions''&lt;br /&gt;
* Social skills spread between multiple dwarves&lt;br /&gt;
** Is there any weight on which skill determines the leader?&lt;br /&gt;
--[[User:Shagie|Shagie]] 01:25, 1 November 2007 (EDT)&lt;br /&gt;
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:Is the first point certain?  In my current fortress, I didn't assign any social skills to any dwarf, and I'm pretty certain that the dwarf that ended up expedition leader was the seventh in the list. --[[User:Peristarkawan|Peristarkawan]] 02:28, 2 November 2007 (EDT)&lt;br /&gt;
::In my current fort I assigned no social skills and the first dwarf in the list, one of my miners, is the expedition leader. --[[User:Moller|Moller]] 02:40, 2 November 2007 (EDT)&lt;br /&gt;
:::Might be randomised then, I started three new fortresses for the test and each time it was the same so I made an assumption. Obviously this isn't the case can you two check what thoughts/prefs you have for those so we can look for some leadership criteria. --[[User:Shades|Shades]] 08:10, 2 November 2007 (EDT)&lt;br /&gt;
::::It's almost always been the first dwarf for me (assuming no one had leadership skills), but I could have sworn one time it assigned someone else. Maybe it defaults to the first dwarf on the list but can sometimes choose someone else under certain conditions. [[User:Rpb|Rpb]] 22:29, 10 November 2007 (EST)&lt;br /&gt;
:::::Perhaps the first dwarf didn't get it because of negative preferences? Some dwarves have a line in their thoughts/prefs that reads something like &amp;quot;X prefers to let others take leadership roles&amp;quot;. [[User:Tocky|Tocky]] 11:04, 11 November 2007 (EST)&lt;br /&gt;
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==Room requirements==&lt;br /&gt;
Maybe something about the nobles requiring better rooms and how to build them? --[[User:Mizipzor|Mizipzor]] 15:15, 4 November 2007 (EST)&lt;br /&gt;
:Found it in [[room]]s, adding a link. --[[User:Mizipzor|Mizipzor]] 15:34, 4 November 2007 (EST)&lt;br /&gt;
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== Not 100? ==&lt;br /&gt;
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I just received migrants.  My population went from 76 to 100, and my settlement went from a village to a town.  No nobles arrived with the migrants. [[User:Geekwad|Geekwad]] 17:14, 18 November 2007 (EST)&lt;br /&gt;
:Still a town at 108&lt;br /&gt;
:Another wave, and we're a city at 111 (migrants still incoming)&lt;br /&gt;
::My population went from 101 to 126 in one wave.  A Baroness arrived at the same time and turned my settlement into a Barony.  Shortly afterwards, my settlement turned into a County (125+ dwarves?).  Then Baroness upgraded into a Countess.  Baron consort upgraded to a Count Consort.--[[User:Slumber|Slumber]] 16:49, 19 November 2007 (EST)&lt;br /&gt;
::Next immigration wave, my pop hit 138.  Nothing happens.  Then next immigration wave, my pop hits 141, the Countess upgrades to Duchess and the Count Consort upgrades to Duke Consort.  Also, &amp;quot;Incoming King&amp;quot; is the top line on the Nobles screen.  When you select it, it shows you what you need to achieve in terms of 1. architecture value (15000) 2. road value (5000) and 3. offerings value. (5000).  I'm not sure what criteria triggers the King as it happened at the same time as my Duchess.  I did just hit 200k exported wealth.  Conincedence? --[[User:Slumber|Slumber]] 10:27, 20 November 2007 (EST)&lt;br /&gt;
::Another wave, jumped to 161 pop, and some more nobles, a Duke and his Duke Consort.  Now I have both a Duke and Duchess!--[[User:Slumber|Slumber]] 14:06, 20 November 2007 (EST)&lt;br /&gt;
:I was made a city and a barony at 110, and promoted to county almost immediately after. No new immigration happened, and I hadn't reached the 120 mark yet. [[User:Rpb|Rpb]] 16:27, 24 November 2007 (EST)&lt;br /&gt;
:The last immigration wave brought me from 98 to a total of 124 including baron/consort, tax collector and hammerer. It is now a City and a Barony. I'll watch out if it changes on the first immigrant from the next wave.I currently have over 500k created wealth and 17000 exported.--[[User:Another|Another]] 16:05, 24 November 2007 (EST)&lt;br /&gt;
:One child is born and now my total population is 125. Still a City and a Barony.--[[User:Another|Another]] 09:23, 25 November 2007 (EST)&lt;br /&gt;
:My fortress was upgraded to County when the caravan left the map and my exported wealth leaped from 17k to 26k. The trigger for the County must be either 20k or 25k exported wealth. --[[User:Another|Another]] 12:47, 25 November 2007 (EST)&lt;br /&gt;
::Baron arrived during an immigration wave going from 88 to 112 dwarves, and upgraded to a Count not long after arrival but ''not'' immediately either (perhaps as the population went over 100?). Exported wealth was probably around 50k at the time. Now at 119 (and 80k exported) and not yet a Duke. Looks like there's a combination of factors involved. [[User:Cim|Cim]] 11:10, 14 December 2007 (EST)&lt;br /&gt;
:Upgrade of the fortress to Duchy was at exactly 140th dwarf from an immigration wave. &amp;quot;The Incoming King&amp;quot; included. Total created wealth - 950k, total exported - 30k.--[[User:Another|Another]] 16:37, 1 December 2007 (EST)&lt;br /&gt;
: My Baron arrived in the immigration wave that took me over 100 (I had peaked at 96 previously) but this was also the season where I crossed the 50,000 threshold on exported wealth. I actually went from 48,000 to 62,000 over the course of the year, and the baron arrived in the Spring, I did have an immigration wave after crossing 50,000 in the fall. Almost immediately after my baron arrived, he was promoted to count. My population is 119. --[[User:Mitchy|Mitchy]] 16:41, 3 January 2008 (EST)&lt;br /&gt;
:At exported wealth 45k, my Baron promoted to Count at the 110th immigrant. (Baron arrived in the first immigration wave after getting 80 population, can't remember what exported wealth was then) [[User:Cim|Cim]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Population at 93 no Baron. Next wave - first person to arrive is a Countess, with this wave population went to 114. (So, had no Baron at all) --[[User:Dorten|Dorten]] 23:39, 10 January 2008 (EST)&lt;br /&gt;
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Verified about 140 limit for Duke. My Wrestler have given birth to a boy, the populationd got to 140, and the next message is about the fortress becoming a capital of Duchy. --[[User:Dorten|Dorten]] 00:10, 24 January 2008 (EST)&lt;br /&gt;
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== Queen As Peasant ==&lt;br /&gt;
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I had dug out some raw adamantine, not done anything with it, and I got a notification that 'Your ruler has arrived disguised as a peasant.'  At the same time, my Dungeon Master arrived.  I don't have an announcement in the log about the Queen, but I do about the DM.  I'm treating her like it's legit, what's the deal?&lt;br /&gt;
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:Your ruler has heard of the discovery of adamantine, and hurried to yuor fort to oversee the digging. She turned up &amp;quot;disguised as a peasant&amp;quot; because your fort doesn't meet the regular requirements for attracting the monarch and moving to your site officially would be embarassing (in roleplaying/story terms of course). She's perfectly legit, just wasn't attracted in the &amp;quot;conventional&amp;quot; sense by having the largest, wealthiest fort in the civilisation you belong to.--[[User:TangoThree|TangoThree]] 06:42, 26 April 2008 (EDT)&lt;br /&gt;
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== Baron mandates &amp;quot;crowns&amp;quot;? ==&lt;br /&gt;
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I just got a baron, and the first thing he mandates is two crowns. So i type Crown into the jobs/manager list. nothing. So I type crown in dwarf wiki. Nothing. Can anyone help before I have to drop this noble into a pit to keep him from locking up my crafters?&lt;br /&gt;
:Info about specific crafts isn't present in the new wiki, but a crown is in fact a &amp;quot;craft&amp;quot; item. [http://archive.dwarffortresswiki.net/index.php/Craftsdwarf%27s_Workshop#Crafts You can see the old wiki info about crafts here]. You'll probably need to set several crafting jobs to get a crown since the item produced by a crafting task is random with several possibilities. --[[User:Janus|Janus]] 00:06, 1 February 2008 (EST)&lt;br /&gt;
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== Killing nobles ? ==&lt;br /&gt;
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Is killing nobles dangerous ? (does it stop immigrations or something ?) &lt;br /&gt;
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Because I've got a Count totally uncontrolable, who can't stop throwing tantrums in the middle of my fortress, which is somewhat tiresome... So, if I just can lock him into his bedroom and let him starve to death, it would be great, but I don't know if it won't cause more problems..&lt;br /&gt;
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(Also, sorry for my bad english, I'm french) &lt;br /&gt;
[[User:Timst|Timst]] 05:40, 26 April 2008 (EDT)&lt;br /&gt;
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:Killing off your nobles only really has the penalties associated with killing any other dwarf - their friends and family will be upset, and you lose that dwarf's abilities. In the case of nobles a replacement will usually turn up with the next migrant wave, unless your fort no longer meets the requirements for that noble. You can, of course, kill the replacement too - with lesser repercussions as he won't have had time to make any friends yet.--[[User:TangoThree|TangoThree]] 06:38, 26 April 2008 (EDT)&lt;br /&gt;
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::Ok, thanks :) I was afraid that the death of a count could induct a reaction of the mountainhomes or something like that... If the only reaction will be the one of the countess, it will be ok :) [[User:Timst|Timst]] 07:00, 26 April 2008 (EDT)&lt;br /&gt;
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:::In the future, killing off a noble will have repercussions, however, so don't depend on that behaviour forever. ;-)&lt;br /&gt;
:::''Req291, NOBLE DEATH, (Future): Killing off nobles needs to have serious consequences. Once the counties (see Core28) are in, there could be revolts from the village if the count is popular. Other nobles could have angry relatives. Losing your law enforcement nobles could lead to more tantrums and other acts in large fortresses. Nobles should all be upset by the death of the tax collector. When a noble is buried, other dwarves could be sealed in the tomb.''&lt;br /&gt;
:::--[[User:JT|JT]] 15:11, 26 April 2008 (EDT)&lt;br /&gt;
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::::This doesn't sound like it has much effect on a &amp;quot;kill early, kill often&amp;quot; approach &amp;amp;mdash; e.g. preparing their death room immediately upon their arrival, and luring them in via a profile-set lever pull job.  The count won't be popular (at least in your fort) if nobody knows him, unless he's popular by reputation or something.  Angry relatives?  If they show up friendly but ready to tantrum, I draft / lure them into killing rooms; if they're hostile, I deal with them like a siege.  Nobles all being upset by the tax collector means nothing if I've killed all the nobles.  And it's not like I'm going to make tombs for them, either.  Only the law enforcement one looks like an issue.&lt;br /&gt;
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::::On the other hand, maybe that's the point &amp;amp;mdash; you're penalised if you just randomly kill nobles because you don't like them, but you're also allowed to run a &amp;quot;screw the nobility, we're a free communal fortress&amp;quot; game (or have a &amp;quot;kill the entire current regime, we want a revolution&amp;quot; event) so long as you actively enforce it. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:02, 31 May 2009 (UTC)&lt;br /&gt;
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: Another issue that can pop up is killing your Baron/Count/Duke, their spouse will stick around and remain a noble even after the replacement and their spouse has shown up. On one fortress my count had 3 Countess Consorts, one was his wife and the other 2 were leftovers from the previous 2 counts. One Baron happened to be standing under a drawbridge as it came down (don't ask what a drawbridge was doing in his room, lets just say he wasn't going to get that rock crystal item he wanted) and his widow was promoted to Countess Consort when the new Count showed up to replace him a few seasons later. That Count was tending a farm when a squad of gobs beat the living tar out of him and his widow remained a Countess Consort even after the third noble arrived to replace the dead Count. They all still make demands/mandates and still require rooms/tombs and all that as before. [[User:Lando242|Lando242]] 20:55, 18 January 2009 (EST)&lt;br /&gt;
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== Sorting nobles ==&lt;br /&gt;
I find it rather silly to have the Expedition leader in the ''Appointed'' section just to be immediately told (s)he can not be appointed. I'm too newbie in terms of nobles to draft sections that make sense, but I feel this needs changing.[[User:Aykavil|Aykavil]] 08:23, 7 July 2008 (EDT)&lt;br /&gt;
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== Selling Nobles ==&lt;br /&gt;
&amp;lt;tt&amp;gt;╔═╦═╗&amp;lt;/tt&amp;gt; Unlock doors, assign lever to noble, order lever pulled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;║ò┼^┼&amp;lt;/tt&amp;gt; Wait for noble to stand on cage trap, lock both doors.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;╚═╩═╝&amp;lt;/tt&amp;gt; Wait for noble to fall asleep, sell caged noble to elves.&amp;lt;br/&amp;gt;&lt;br /&gt;
:Sorry for the crude drawing. My wiki format skills are weak. [[User:Rkyeun|Rkyeun]] 14:36, 20 September 2008 (EDT)&lt;br /&gt;
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:Eh... except for the small known bug where trying to haul an occupied cage to the trading depot results in whatever is caged being freed and the empty cage being brought in. But once they fix that bug, maybe. -[[User:Fuzzy|Fuzzy]] 16:30, 20 September 2008 (EDT)&lt;br /&gt;
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::I've been trying to sell my dwarves for ages, as a 'clean' approach to dealing with nobles and unwanted immigration.  Sadly, they always seem to die of thirst first.  If I let them out just once to drink, they die of hunger.  Maybe if I let them out twice... but that's a lot of effort.  Better to just let them die, unless they're very popular or something. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:06, 31 May 2009 (UTC)&lt;br /&gt;
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== Category? ==&lt;br /&gt;
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I would do this myself if I knew how, but perhaps someone should make a noble category, with all the noble related articles (Unfortunate accident, mandate, types of nobles, etc) in it. I think it would be useful. [[User:Spoggerific|Spoggerific]] 20:53, 10 August 2008 (EDT)&lt;br /&gt;
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==Nobles Working==&lt;br /&gt;
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Actually, nobles not only gather harvest if you put all dwarves harvest on, but they also help demolishing constructed walls.=--[[User:Stinhad Limarezum|Stinhad Limarezum]] 00:53, 23 October 2008 (EDT)&lt;br /&gt;
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:Thanks, I'll add that to [[labor]].--[[User:Maximus|Maximus]] 03:16, 23 October 2008 (EDT)&lt;br /&gt;
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==Arrival Requirements Verified==&lt;br /&gt;
Ok, I just had the Baroness, Hammerer, and Tax Collector arrive simultaneously with no other dwarves.  I'm playing with a population cap of 50, and births (plus overflow of last immigration wave) has finally taken me up to exactly 80 dwarves.  Despite the population cap, the Baroness, Tax Collector, and Hammerer arrived by themselves.&lt;br /&gt;
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&amp;lt;s&amp;gt;Note that the Baroness Consort has not arrived, presumably because he takes the place of a normal dwarf during the immigration wave and can't be generated in violation of the population cap (whereas the other three can).&amp;lt;/s&amp;gt;  nevermind, he just showed up.&lt;br /&gt;
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I should also note that I earlier had the King arrive as a peasant by himself despite being at the population cap.  He also brought no consort nor advisor (although I've never had him arrive as a peasant before, so I don't know if that's normal).&lt;br /&gt;
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I have not seen a philosopher as of yet.&lt;br /&gt;
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As my fortress wealth is past 8 million at this point, I think its safe to say I can rule that out as a cause (having seen them at much lower wealth in default pop cap games).&lt;br /&gt;
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--[[User:Squirrelloid|Squirrelloid]] 19:30, 7 December 2008 (EST)&lt;br /&gt;
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:I had the usual five nobles show up once in an immigration wave that took me over 80 dwarves, and promptly killed them, along with most of the immigrants.  I subsequently set my population max to 50.  My current population (minus nobles) is 69, yet those same nobles continue to show up every few seasons, suggesting that once you become a barony (80 pop, initial baron/ess arrival), they'll continue to show up again, regardless of your current status. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:10, 31 May 2009 (UTC)&lt;br /&gt;
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==Noble demands==&lt;br /&gt;
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I currently have a Baroness demanding &amp;quot;item in Dining Room&amp;quot;. Any idea what could satisfy this? I tried a bismuth bronze statue, no luck. [[User:JubalHarshaw|JubalHarshaw]] 00:24, 5 January 2009 (EST)&lt;br /&gt;
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: This is a bug. Check # 000491 @ http://www.bay12games.com/dwarves/dev_bugs.html --[[User:Sinergistic|Sinergistic]] 00:47, 5 January 2009 (EST)&lt;br /&gt;
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==Pretentious Arrangements==&lt;br /&gt;
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Thoughts about a lesser's pretentious &amp;lt;whatever&amp;gt; arrangements seem to be a common source of noble unhappiness. (this is especially annoying for me as my mayor has an artifact in her bedroom raising it to Royal and my queen has no list of likes and dislikes, so I can't make her happy just by having the right booze) it would be interesting to know what exactly causes the difference between &amp;quot;upset&amp;quot; and &amp;quot;shattered&amp;quot;, how to avoid it, and good ways to mitigate it's effects. I might have to do some research on my old fort to check this myself. --[[User:Pyrite|Pyrite]] 13:58, 6 January 2009 (EST)&lt;br /&gt;
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:Well, I suspect that the difference is related to the difference in room value, although I suppose that's stating the obvious. Another obvious solution would be to move the artefact into the higher-ranked Noble's room, assuming that's possible. Otherwise, I suppose the simplest (if not the easiest) way to mitigate its effects is to add as much value as possible to the Queen's room. As well as furniture, you can get surprising results with smoothings, engravings, and building an expensive floor over the engraved one if you have no qualms about exploiting such strangeness.--[[User:Quil|Quil]] 18:07, 6 January 2009 (EST)&lt;br /&gt;
::I can confirm it's the difference between relative worth.  I kept getting these annoying messages in my count + consort until I stuffed a platinum statue in their rooms.  Obviously, this increased the worth of the room by 12K, easily dominating the 'lesser' quarters.&lt;br /&gt;
&lt;br /&gt;
::It does require that there be a significant difference; having them at roughly equal worth will cause unhappy thoughts, which was my problem in my most recent fortress.  I just housed all my nobles in the same residential stack as everyone else, adding extra room additions off the main design for offices, dining rooms, etc.  The Count's room was a LITTLE better as his walls happened to be ore-bearing, but it wasn't enough to please him, hence the statue.--[[User:ThunderClaw|ThunderClaw]] 10:04, 7 January 2009 (EST)&lt;br /&gt;
:::Alright, I've put the artefact cabinet back in my mayor's room, and now will proceed to test this principle by making the Queen's rooms incredibly nice. I'm going to start by replacing all her furniture with gold and platinum, and move up from there.--[[User:Pyrite|Pyrite]] 15:49, 7 January 2009 (EST)&lt;br /&gt;
::::You may have a long way to go.  Artifact furniture can easily be 50 or 60K, whereas the most expensive single piece of furniture I've ever been able to produce is a masterwork platinum statue, which is 12K. --[[User:ThunderClaw|ThunderClaw]] 16:36, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::While you can't order artifacts dumped, you can apparently order them forbidden.  So maybe you could forbid it and then move the creator's quarters elsewhere, leaving the original one vacant.  Or maybe you could make them temporary quarters elsewhere, wait for them to move the artifact, then forbid it and move them back. &amp;amp;mdash;&amp;amp;nbsp;[[User:Wisq|Wisq]]&amp;amp;nbsp;([[User talk:Wisq|talk]]) 19:22, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Noble upgrade size. ==&lt;br /&gt;
&lt;br /&gt;
I have a count still event though I have 148 dwarves.  Could it be dependant on more than just the 140, or is it different now?   [[User:PierreMonteux|PierreMonteux]] 21:55, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I'm at 188 dwarves still with a count not a duke.  Could there be a dependancy on metal jobs?  Other than melting down the goblin metal, I don't have any metal jobs going. [[User:PierreMonteux|PierreMonteux]] 10:47, 14 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I just had a peasant give birth to a baby.  This put my population at 110, and I immediately got a message that my fortress had been made into a county.  So, I will remove the &amp;quot;verify&amp;quot; tags from the count/count consort promotion info.--[[User:Scrotch|Scrotch]] 18:59, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I'm certain that exports are a requirement. Remember that only wealth you have created can count as exports, trading goblin items won't raise the number. If you can't offer it, it doesn't count. I had a fortress with 140+ dwarves that jumped up to a barony from nothing when I started exporting. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 20:03, 31 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Failure to comply ==&lt;br /&gt;
&lt;br /&gt;
I'm surprised this hasn't come up yet, but what happens if you don't give a noble the room he/she requires?  I know they get unhappy thoughts, but is that all?  Will they punish anyone?  Or just start throwing tantrums?  Next useless noble I get is sleeping in the barracks.  On the floor.&lt;br /&gt;
:Unhappy thoughts? I don't think there is any repercusions. --[[User:Zchris13|Zchris13]] 16:26, 12 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31400</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31400"/>
		<updated>2009-05-30T21:49:19Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Possible defences? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have a backup from a fort which has an unbreached pit and a tame dragon. My original plan was to use the dragon as part of my demon defence but when I didn't find the pit for a while I assumed I didn't have one so moved the dragon elsewhere. When I eventually did find the pit I was able to fight off the demons (frog demons, thankfully) with my champions and only lost a few children who were hanging around the mine when I opened the pit. I'm going to reload that backup now and pit dragon vs demon in a contest of strength. --[[User:Paradigmlost|Paradigmlost]] 06:35, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Results: The dragon managed to take down about 6 frog demons with a combination of dragonbreath and brute strength but was eventually overcome and strangled to death (can demons strangle? he bled to death from a mangled throat which to me indicated strangling). I imagine that had I used the dragon first time round he would have been a dwarf-burning liability. --[[User:Paradigmlost|Paradigmlost]] 06:51, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this in a passage?&lt;br /&gt;
&lt;br /&gt;
+ - +&amp;lt;br /&amp;gt;&lt;br /&gt;
+ F +&amp;lt;br /&amp;gt;&lt;br /&gt;
W+M&amp;lt;br /&amp;gt;&lt;br /&gt;
+ + +&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+: Wall&amp;lt;br /&amp;gt;&lt;br /&gt;
-: Floor&amp;lt;br /&amp;gt;&lt;br /&gt;
W/M: Water and magma, interchangeably&amp;lt;br /&amp;gt;&lt;br /&gt;
F: Floodgate&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If and when the demon destroys the floodgate -he'll be obliged to if he can't get to another building, which can be accomplished by means of a channel and bridge- he'll be encased in forming obsidian. I don't believe there's ANYTHING that can survive this. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 21:49, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just had my encounter with 20+ tentacle demons and 1 Spirit of Fire. 4 civilian casualties, '''no''' military casualties. And I got a movie of it.  Here's what worked for me, in reverse order:&lt;br /&gt;
&lt;br /&gt;
1. '''Steel-plated Champions''', about ten. These guys took their wrestling classes for five years before switching to actual weapons, and have occasionally been let loose on straggling goblins. I had prepared a bottleneck the moment I struck Adamantine, and when hell broke loose (heh) 6 different squads were stationed in the antechamber, crossbow-dwarves at the back ready to fire into the melee. Not every squad showed up. When the tentacle-demons broke down the final door, they were pinned, stabbed, shot, and speared.  Only one got a square further than the bottleneck. (My veteran got 5 kills with an iron sword and a maple shield.) And first they had to make it through...&lt;br /&gt;
&lt;br /&gt;
2. '''Six successive steel spikes''', on repeating mechanisms. Only five of these were operational in time but in a stroke of luck they took out the Spirit of Fire before he reached the dwarves. The Duke Consort working the lever may have killed one-third or even half of the demons. Once they're wounded or stunned, they can't move quickly out of the way of the next spike, so a stun is nearly always a kill.&lt;br /&gt;
It also helped that the demons were slowed down by...&lt;br /&gt;
&lt;br /&gt;
3. '''Spamming them with cows.'''  Livestock overpopulation getting you down?  20-odd cows suddenly released from a single cage into a narrow hallway don't put up much of a fight, but they definitely slowed down the demons and provided useful recon before being turned into hamburger. They were actually released by a melancholy elf stepping on the pressure plate early.&lt;br /&gt;
&lt;br /&gt;
What I forgot to do, until the mounting casualties reminded me, was to send the triumphant military down into the chamber itself and secure the area. But still, pretty good. Anyone want to buy a dozen caged babbling elves? --[[User:Jellyfishgreen|Jellyfishgreen]] 20:58, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. --[[Rock n rat]]&lt;br /&gt;
: I'm afraid demons are immune to cage, weapon, and stone-fall traps, although they will trigger pressure plates and the like. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
:  when i diged to chamber i tried to catch imprisoners and built a lot of cagetraps. After a battle i realised some of them was full of tentacle demons. 0.28.181.40d [[Media:tentacle_caged.jpg]] --[[User:Desperado|Desperado]]&lt;br /&gt;
&lt;br /&gt;
== The Little Brother ==&lt;br /&gt;
I have added my favorite anti-demon tactic; massed archers on a single tile, to the wiki. It works reliably for me. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ruling Demons ==&lt;br /&gt;
&lt;br /&gt;
Anyone know what makes demons rule goblins? Hardcoded, maybe? --[[User:Squeegy|Squeegy]] 21:42, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's the goblin entity's [RELIGION:ANY_APPROPRIATE_POWER] tag in conjunction with the demon creature entry's [POWER] tag. Nothing else has either of those, and when I gave the former to another entity, they had demon rulers, too. --[[User:Navian|Navian]] 13:04, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demons Spawning outside of Pits ==&lt;br /&gt;
&lt;br /&gt;
So, I found the 'Strange Chamber' awhile ago, and quickly sealed it off before any demons spawned on me.  However, I just got a &amp;quot;Horrors...&amp;quot; message and have a demon breathing fire at my poor strand extractor.  There's still no breach into the pits through which it could have escaped.  Do demons spawn in excavated areas on maps with the Pits feature? --[[User:Squirrelloid|Squirrelloid]] 10:12, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You weren't fast enough in sealing it off. --[[User:GreyMario|GreyMaria]] 13:58, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::You are not omniscient. Creatures can hide from you. --[[User:Savok|Savok]] 22:55, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::First of all, the miner that breached the pits sealed it himself, immediately.  I'd believe monsters can hide from me, I can't believe they could move *though* the dwarf (putting a floor over a down staircase) while he was sealing it and remain unnoticed.&lt;br /&gt;
&lt;br /&gt;
:::Second, I breached the pits *years* ago.  Like 4 or 5.  I've been actively mining and extracting strands in the area that entire time.  I find it hard to believe that the demon stayed hidden that long in a high-activity area.&lt;br /&gt;
&lt;br /&gt;
:::I have confirmed the pits are sealed, and I know the miner who breached it immediately picked up a stone and sealed it because I turned off all his other labors, enabled masonry, and built a floor with the piece of material sitting on it, and watched him do it.&lt;br /&gt;
&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 04:01, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireball and firebreath against fortification ==&lt;br /&gt;
A fireball can go through a fortification, what about a firebreath?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kami|Kami]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most likely, though I'm sure someone here knows for sure. [[User:Richards|Richards]] 11:35, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31399</id>
		<title>40d Talk:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Demon&amp;diff=31399"/>
		<updated>2009-05-30T04:24:06Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Possible defences? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additions ==&lt;br /&gt;
&lt;br /&gt;
If anyone has tried other defenses against Demons and they either failed or they worked then please add it to the article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Thoughts on Demons ==&lt;br /&gt;
&lt;br /&gt;
(from the raws) It seems that all demons can swim... except for spirits of fire (the only ones without lungs, heart, brain exc)... i see spirits of fire as the most dangerous for this reason... perhaps water puts them out?  tentacal and frog demons seem a bit less of a threat, due to their lack of fire breath.  Also, none of the Demons are fireImmune_super... which means dragonbreath hurts them... so... demons vs dragons anyone?--[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
:I agree on spirits of fire being the most dangerous. From my experience with them they are quite vulnerable to crossbow bolts (killed a total of 16 exclusively this way). As giant cave spiders don't even try to shoot web trough fortifications I think that fortifications and marksdwarves are the way to deal with the demons. Melee champions in steel are way superior to any demons but the problem is that they are very vulnerable to fire (&amp;quot;bug 000001&amp;quot; in reported bugs) and are frequently not able to get close (even worse if there is at least 1 z-level up as spirits of fire WILL fly up). Piling spirits of fire with lots of wardogs or anything else is useless due to their firebreath attack. Don't even try to counter demons with less then 6-8 elite marksdwarves or 50-60 novice ones or an extremely long 1 tile wide corridor with a masterpiece ballista + 2 legendary siege operators + a ballista arrows stockpile. Crushing them with bridges could also work if you don't consider it a cheat and are sure that the demons won't have time to destroy the bridges as IMHO they will actively try to.--[[User:Another|Another]] 15:42, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I have a backup from a fort which has an unbreached pit and a tame dragon. My original plan was to use the dragon as part of my demon defence but when I didn't find the pit for a while I assumed I didn't have one so moved the dragon elsewhere. When I eventually did find the pit I was able to fight off the demons (frog demons, thankfully) with my champions and only lost a few children who were hanging around the mine when I opened the pit. I'm going to reload that backup now and pit dragon vs demon in a contest of strength. --[[User:Paradigmlost|Paradigmlost]] 06:35, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Results: The dragon managed to take down about 6 frog demons with a combination of dragonbreath and brute strength but was eventually overcome and strangled to death (can demons strangle? he bled to death from a mangled throat which to me indicated strangling). I imagine that had I used the dragon first time round he would have been a dwarf-burning liability. --[[User:Paradigmlost|Paradigmlost]] 06:51, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible defences? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
when i breach my pit, (eventually) i hope to be able to A: seal it off quickly without losing too much admantine. B if that fails, have a large &amp;quot;dwarven toliet&amp;quot; (a artificial river with a large water fall...)  if i am lucky, the water will be fast enough to sweep even the non-spirits of fire down the waterfall... where they will hopefully go *splat*. IF that fails... i plan to have a LOONG corridor, with fortifications on either side, and leet archers behind the fortifications and at the end of the tunnel, seige weapons, and spear masters hidden behind blind spots. and if that fails, hopefully by then i will have sealed my mines off from the main fortress.  --[[User:Pbhead|Pbhead]] 02:04, 13 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How about this in a passage?&lt;br /&gt;
&lt;br /&gt;
+-+&lt;br /&gt;
+F+&lt;br /&gt;
W+M&lt;br /&gt;
+++&lt;br /&gt;
&lt;br /&gt;
If and when the demon destroys the floodgate -he'll be obliged to if he can't get to another building, which can be accomplished by means of a channel and bridge- he'll be encased in forming obsidian. I don't believe there's ANYTHING that can survive this. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 04:24, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Spoiler warning? ==&lt;br /&gt;
We should probably have a spoiler warning for this page, especially for the picture of the pits. --[[User:Valdemar|Valdemar]] 10:05, 1 January 2008 (EST)&lt;br /&gt;
:Agreed and added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Upright spear repeating traps ==&lt;br /&gt;
I assume these work and are effective, I was wondering if this was considered too cheap to use or was known to be ineffectual (maybe they destroy them before they walk into them, as they are buildings). &lt;br /&gt;
&lt;br /&gt;
This is my first demon attack since df-23a, and I've been preparing multiple types of active defense in different layers, (ballistas on z-8, spears on z-7, pit with fortifications and 18 elite/champion marks-dwarves on z-5/6/4 [with 3 open z-levels to see how they deal with spirits of fire], 7 mace dwarves and 7 sword-dwarves with 62 war dogs for lulz if they get to z-3 and re-walling at z-2) so it'll be a learning experience. My last successful demon defense hinged on a drawbridge...wasn't as fun as this should be.&lt;br /&gt;
&lt;br /&gt;
The spoiler is there for the eerily glowing pits, so I think once more people post success/defeats on the demon page, or specific demon information, such as the different types and abilities, the spoiler should be here as well.&lt;br /&gt;
:Spoiler Warning added --[[User:N9103|Edward]] 16:16, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just had my encounter with 20+ tentacle demons and 1 Spirit of Fire. 4 civilian casualties, '''no''' military casualties. And I got a movie of it.  Here's what worked for me, in reverse order:&lt;br /&gt;
&lt;br /&gt;
1. '''Steel-plated Champions''', about ten. These guys took their wrestling classes for five years before switching to actual weapons, and have occasionally been let loose on straggling goblins. I had prepared a bottleneck the moment I struck Adamantine, and when hell broke loose (heh) 6 different squads were stationed in the antechamber, crossbow-dwarves at the back ready to fire into the melee. Not every squad showed up. When the tentacle-demons broke down the final door, they were pinned, stabbed, shot, and speared.  Only one got a square further than the bottleneck. (My veteran got 5 kills with an iron sword and a maple shield.) And first they had to make it through...&lt;br /&gt;
&lt;br /&gt;
2. '''Six successive steel spikes''', on repeating mechanisms. Only five of these were operational in time but in a stroke of luck they took out the Spirit of Fire before he reached the dwarves. The Duke Consort working the lever may have killed one-third or even half of the demons. Once they're wounded or stunned, they can't move quickly out of the way of the next spike, so a stun is nearly always a kill.&lt;br /&gt;
It also helped that the demons were slowed down by...&lt;br /&gt;
&lt;br /&gt;
3. '''Spamming them with cows.'''  Livestock overpopulation getting you down?  20-odd cows suddenly released from a single cage into a narrow hallway don't put up much of a fight, but they definitely slowed down the demons and provided useful recon before being turned into hamburger. They were actually released by a melancholy elf stepping on the pressure plate early.&lt;br /&gt;
&lt;br /&gt;
What I forgot to do, until the mounting casualties reminded me, was to send the triumphant military down into the chamber itself and secure the area. But still, pretty good. Anyone want to buy a dozen caged babbling elves? --[[User:Jellyfishgreen|Jellyfishgreen]] 20:58, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cage Traps==&lt;br /&gt;
has any one caught a demon in a cage trap? if you could catch them that would be the easest way to deal with them. --[[Rock n rat]]&lt;br /&gt;
: I'm afraid demons are immune to cage, weapon, and stone-fall traps, although they will trigger pressure plates and the like. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
:  when i diged to chamber i tried to catch imprisoners and built a lot of cagetraps. After a battle i realised some of them was full of tentacle demons. 0.28.181.40d [[Media:tentacle_caged.jpg]] --[[User:Desperado|Desperado]]&lt;br /&gt;
&lt;br /&gt;
== The Little Brother ==&lt;br /&gt;
I have added my favorite anti-demon tactic; massed archers on a single tile, to the wiki. It works reliably for me. --[[User:Shadow archmagi|Shadow archmagi]] 14:00, 28 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Ruling Demons ==&lt;br /&gt;
&lt;br /&gt;
Anyone know what makes demons rule goblins? Hardcoded, maybe? --[[User:Squeegy|Squeegy]] 21:42, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's the goblin entity's [RELIGION:ANY_APPROPRIATE_POWER] tag in conjunction with the demon creature entry's [POWER] tag. Nothing else has either of those, and when I gave the former to another entity, they had demon rulers, too. --[[User:Navian|Navian]] 13:04, 14 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Demons Spawning outside of Pits ==&lt;br /&gt;
&lt;br /&gt;
So, I found the 'Strange Chamber' awhile ago, and quickly sealed it off before any demons spawned on me.  However, I just got a &amp;quot;Horrors...&amp;quot; message and have a demon breathing fire at my poor strand extractor.  There's still no breach into the pits through which it could have escaped.  Do demons spawn in excavated areas on maps with the Pits feature? --[[User:Squirrelloid|Squirrelloid]] 10:12, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You weren't fast enough in sealing it off. --[[User:GreyMario|GreyMaria]] 13:58, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::You are not omniscient. Creatures can hide from you. --[[User:Savok|Savok]] 22:55, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::First of all, the miner that breached the pits sealed it himself, immediately.  I'd believe monsters can hide from me, I can't believe they could move *though* the dwarf (putting a floor over a down staircase) while he was sealing it and remain unnoticed.&lt;br /&gt;
&lt;br /&gt;
:::Second, I breached the pits *years* ago.  Like 4 or 5.  I've been actively mining and extracting strands in the area that entire time.  I find it hard to believe that the demon stayed hidden that long in a high-activity area.&lt;br /&gt;
&lt;br /&gt;
:::I have confirmed the pits are sealed, and I know the miner who breached it immediately picked up a stone and sealed it because I turned off all his other labors, enabled masonry, and built a floor with the piece of material sitting on it, and watched him do it.&lt;br /&gt;
&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 04:01, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fireball and firebreath against fortification ==&lt;br /&gt;
A fireball can go through a fortification, what about a firebreath?&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Kami|Kami]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Most likely, though I'm sure someone here knows for sure. [[User:Richards|Richards]] 11:35, 10 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48988</id>
		<title>User talk:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48988"/>
		<updated>2009-05-27T03:47:45Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* User Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. By the way, the quotes you attempted to add are not going to show up because you didn't follow directions. I didn't fix it for you, so you're welcome to come back and finish the job. [[User:VengefulDonut|VengefulDonut]] 21:32, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thanks for the heads up, it works now. I'm still not sure where the instructions you talked about are though; I had to figure out how the rand templates worked (and that i needed to sue them) for myself.&lt;br /&gt;
:You forgot to sign your comment here, so I have no idea how long ago you wrote it.  Sign comments (but not edits and material) with two dashes and four tildes, and the wiki will turn it into a user/timestamp combo thingy for you.  The instructions for how to edit that page are in its discussion page -- as noted by the comment in the page itself, one line down from the lines you inserted.  --[[User:Corona688|Corona688]] 16:24, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ah yes, sorry, it slipped my mind at this particular posting. It was less than a week ago; and I found that it was on the talk page already. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===User Page===&lt;br /&gt;
Maybe you should switch the skills the weapons use.  Then start renaming stuff, until you figure out which RAW tags do the work, and the skill names to make sense.  I'll take a look at it for my own mods, and tell you what I find.  Although I'm sure you thought of this already.--[[User:Zchris13|Zchris13]] 18:29, 24 May 2009 (UTC)&lt;br /&gt;
*[HAMMERMAN_NAME:hammerorc:hammerorcs]---&amp;gt;[HAMMERMAN_NAME:Orc Lasher:Orc Lashers]&lt;br /&gt;
*[SPEARMAN_NAME:spearorcs:spearorcs]&amp;lt;br /&amp;gt;&lt;br /&gt;
This might be what you are looking for.  If you swap out some of the skills that are used to the ones you can tell the orcs to use, then swap these around.  These are out of the Creature Standard file.--[[User:Zchris13|Zchris13]] 18:40, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Making them SIEGE you in fortress mode with their appropriate weapons (including my new ones) works just fine. Presently I'm trying to figure out how to make the Orcs wield their appropriate weapons when the player is playing AS them in fortress mode. It'll probaby end up in modifying something that's hard coded, unless there's a utility for this sort of thing. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 18:46, 24 May 2009 (UTC)&lt;br /&gt;
::You assign a skill to be used.  They pick up something that uses that skill.  Maybe making jobs for it would work? Like mining? I think that might be possible.  If you ask them to wield a sword, and whips use sword skill, they will pick up whips, right? Has anyone tested this?--[[User:Zchris13|Zchris13]] 19:40, 24 May 2009 (UTC)&lt;br /&gt;
:::Well if that's true, I still don't have, say, the ability to tell them whether to use a long or short sword. I certainly hope it's not the case. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:08, 24 May 2009 (UTC)&lt;br /&gt;
::::You probably know this, but here is a hint: it involves doors.  And stations.  And one tile stockpiles set to take from stockpile with very specific limits.  I need to go do that now, for my dudes.--[[User:Zchris13|Zchris13]] 01:14, 27 May 2009 (UTC)&amp;lt;br /&amp;gt;Also they need to be set to use 2 weapons for them to pick up longswords. (ohwaitwhat? orcs. Nvm)&lt;br /&gt;
:::::Heh, don't worry, I've got weapons that will amke Size 8 Orcs use two hands ;)&lt;br /&gt;
&lt;br /&gt;
Elsewise, I guess that stockpile-based organization will have to do, albeit byzantine and inefficient. NTS: Suggest that UI can be modified with raws.  --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 03:47, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25593</id>
		<title>40d Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=25593"/>
		<updated>2009-05-27T01:04:10Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Bipolar dwarves AKA &amp;quot;Why so serious?&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tried to add redirects TO this page FROM pages such as &amp;quot;Personality&amp;quot; or &amp;quot;Attitudes&amp;quot; and other likely search strings but I couldn't get it to work. --[[User:DDouble|DDouble]] 00:46, 12 November 2007 (EST)&lt;br /&gt;
:Taking example on other redirects, you'd need to created the page you wish to redirect from and then add ''&amp;lt;nowiki&amp;gt;#REDIRECT [[Name of article]]&amp;lt;/nowiki&amp;gt;''. --[[User:Eagle of Fire|Eagle of Fire]] 00:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What trait do you suppose &amp;quot;takes time when making decisions&amp;quot;, and &amp;quot;Often does the first thing that comes to mind&amp;quot; fall under? --[[User:GauHelldragon|GauHelldragon]] 16:20, 12 November 2007 (EST)&lt;br /&gt;
:CAUTIOUSNESS. -- [[User:Zaratustra|Zaratustra]] 16:56, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where did you get all this data?! It is delicious D: --[[User:GauHelldragon|GauHelldragon]] 17:22, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Memory_hacking/v0.27.169.33a]] -- [[User:Zaratustra|Zaratustra]] 17:52, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects of personality traits on gameplay ==&lt;br /&gt;
&lt;br /&gt;
So, do these affect the game at all and if so, how? The article completely fails to mention this.--[[User:Siliziumleben|Siliziumleben]] 17:15, 3 January 2008 (EST)&lt;br /&gt;
:They do affect creature behavior, but only in some places (according to Toady).  What places?  He hasn't said, and we're mostly just guessing.  &amp;quot;More testing is needed!&amp;quot; [[User:Fedor|Fedor]] 23:07, 3 January 2008 (EST)&lt;br /&gt;
::It's been stated that they affect what skills a trader uses when trading --[[User:N9103|Edward]] 23:47, 3 January 2008 (EST)&lt;br /&gt;
:::I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.[[User:Le Blue Dude|Le Blue Dude]] 11:14, 26 February 2008 (EST)&lt;br /&gt;
::::Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings (&amp;quot;Dwarves speaking with dwarves&amp;quot; compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --[[User:DDouble|DDouble]] 22:04, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Grudges? ==&lt;br /&gt;
&lt;br /&gt;
Do grudges affect anything?&lt;br /&gt;
&lt;br /&gt;
== Have more been added recently? ==&lt;br /&gt;
&lt;br /&gt;
Do we know if Toady has been adding more in recent versions since they were introduced? --[[User:DDouble|DDouble]] 22:06, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bipolar dwarves AKA &amp;quot;Why so serious?&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So, by editing the raws, can a dwarf have both &amp;quot;...is in a constant state of internal rage&amp;quot; and &amp;quot;...Often feels filled with joy&amp;quot;?  Or have both &amp;quot;...revels in chaos and disorder&amp;quot; and &amp;quot;...loves to make lists and keep schedules&amp;quot;?  Then just max out the comedian skill and somehow give them &amp;quot;...absolutely detests [[Batmen]]&amp;quot;.  --[[User:Smartmo|Smartmo]] 16:07, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You would ahve to edit hardcode. Actually not just edit, but write. Also, you'd have to edit how the game interperets these... etc. It just wouldn't work. YOu could suggest on the Bay12 forums that toady make bipolar dwarves who change between attributes. As for &amp;quot;absolutely detests batmen&amp;quot;... it's entierly chance that they detest any given animal. You'd have to make batmen vermin, though, to be elligible. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:04, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Managers and intellectual curiosity==&lt;br /&gt;
&lt;br /&gt;
I have been experimenting with the [[manager]] [[exploit]] and noticed that some dwarfs, even with no labors assigned will show &amp;quot;no job&amp;quot; rather than verify items in the queue or work as bookkeepers. I am pretty sure it has to do with intellectual curiosity.  Someone else should verify this.  Simply assign a dwarf with one of the lower value traits as the manager/bookkeeper and queue some tasks.  Make sure they have an office and all labors are disabled. --[[User:Kwieland|Kwieland]] 13:17, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure they haven't gotten the records up to the specified accuracy, and simply don't have more updating to do?  They usually get it all done at once, and then the records only need to be updated every now and then. --[[User:LegacyCWAL|LegacyCWAL]] 13:41, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I am certain about the manager, they should verify tasks if tasks exist.  I'm not sure about bookkeepers.  Why do some bookkeepers work diligently (even in advanced fortresses where the levels are &amp;quot;up to par&amp;quot;) and thus level quickly while others take a long time? Perhaps it is tied to how many things are being created (stone/crafts/logs/etc)? Maybe when caravans come they have to spend more time?--[[User:Kwieland|Kwieland]] 14:37, 2 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22135</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22135"/>
		<updated>2009-05-27T00:58:48Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Collapsing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
:::This is untrue. I've personally embarked to an area with plenty of wild plants, and it still said &amp;quot;No seeds available&amp;quot;. After gathering some plants, however, and obtaining seeds, this message no longer displayed. [[User:G-Flex|G-Flex]] 13:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:Soils are basically all the same, sandy or otherwise.  They won't collapse any more than rock will.  I believe the ''(color) sand'' soils (and only those soils) are used for glass, which includes white sand. [[User:LegacyCWAL|LegacyCWAL]] 20:26, 15 February 2009 (EST)&lt;br /&gt;
::If you're talking about caveins, right now cavein physics are just a placeholder. As long as a structure is conncected to the ground by some means, you're fine. You could hold up a nation over an ocean by a catwalk made out of soap. If you mean items made from the sand, there's no difference. Sand colors just make the environment prettirt to look at, and are probably logically derived from whatevr stone they eroded from. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aluminum ==&lt;br /&gt;
&lt;br /&gt;
I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
&lt;br /&gt;
I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;br /&gt;
:I just embarked on a map with hematite in the middle of a bunch of sandy clay, so I added that to the list. Perhaps minerals are just much more rare in soil? [[User:AtomicPaperclip|AtomicPaperclip]] 22:40, 26 May 2009 (UTC)&lt;br /&gt;
::I've seen copper bieng extruded into the soil. This is from a rock portion of a layer to a soil portion rather than completely in the soil. It's probably more common on coastlines since the soil generally goes a few layers deeper and the coastline itself (except for sandy beaches) consists of a thick band of rock. So its possible for metals to go into soil in this way.--[[User:Smjjames|Smjjames]] 23:08, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The information about what minerals spawn in soil is based off of raw game data. If you find anything else then either &lt;br /&gt;
# something else caused it to spawn in by soil that you overlooked or &lt;br /&gt;
# you are seeing some weird bug&lt;br /&gt;
:If you are sure that you aren't looking at a something along the lines of vein sticking out of a nearby stone layer, please take a screenshot and put it in the bug reports section of the forum. Not here. [[User:VengefulDonut|VengefulDonut]] 23:27, 26 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22134</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22134"/>
		<updated>2009-05-27T00:53:30Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Collapsing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
:::This is untrue. I've personally embarked to an area with plenty of wild plants, and it still said &amp;quot;No seeds available&amp;quot;. After gathering some plants, however, and obtaining seeds, this message no longer displayed. [[User:G-Flex|G-Flex]] 13:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:Soils are basically all the same, sandy or otherwise.  They won't collapse any more than rock will.  I believe the ''(color) sand'' soils (and only those soils) are used for glass, which includes white sand. [[User:LegacyCWAL|LegacyCWAL]] 20:26, 15 February 2009 (EST)&lt;br /&gt;
::If you're talking about caveins, right now cavein physics are just a placeholder. As long as a structure is conncected to the ground by some means, you're fine. You could hold up a nation over an ocean by a catwalk made out of soap. If you mean items made from the sand, there's no difference. Sand colors just make the environment prettirt to look at, and are probably logically derived from whatevr stone they eroded from.&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aluminum ==&lt;br /&gt;
&lt;br /&gt;
I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
&lt;br /&gt;
I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;br /&gt;
:I just embarked on a map with hematite in the middle of a bunch of sandy clay, so I added that to the list. Perhaps minerals are just much more rare in soil? [[User:AtomicPaperclip|AtomicPaperclip]] 22:40, 26 May 2009 (UTC)&lt;br /&gt;
::I've seen copper bieng extruded into the soil. This is from a rock portion of a layer to a soil portion rather than completely in the soil. It's probably more common on coastlines since the soil generally goes a few layers deeper and the coastline itself (except for sandy beaches) consists of a thick band of rock. So its possible for metals to go into soil in this way.--[[User:Smjjames|Smjjames]] 23:08, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The information about what minerals spawn in soil is based off of raw game data. If you find anything else then either &lt;br /&gt;
# something else caused it to spawn in by soil that you overlooked or &lt;br /&gt;
# you are seeing some weird bug&lt;br /&gt;
:If you are sure that you aren't looking at a something along the lines of vein sticking out of a nearby stone layer, please take a screenshot and put it in the bug reports section of the forum. Not here. [[User:VengefulDonut|VengefulDonut]] 23:27, 26 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22251</id>
		<title>40d Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Calendar&amp;diff=22251"/>
		<updated>2009-05-26T04:16:00Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Autumn to Spring? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Autumn to Spring? ==&lt;br /&gt;
&lt;br /&gt;
My Current game seems to skip right from Autumn to Spring, and Winter never comes. I noticed because I've been camped in a temperate zone, waiting for an Aquifer layer to freeze so I can tunnel through it, erecting walls along the way. I have indeed messed with some of the raw files from time to time, though many creature ones, mostly, such as modding stats or making entirely new creatures. What could have caused this? [[User:Jwguy|Jwguy]] 00:37, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Very strange, I think that's hardcoded. Maybe you set dwarves not to be active in the winter? No idea if that would do it or not.&lt;br /&gt;
&lt;br /&gt;
== Calendar ==&lt;br /&gt;
''Calendar'' isn't even a term used in DF; what makes you think it should be highlighted in '''bold''' and be the redirect for '''season'''? I'm being picky, but why would anyone -search- for calendar? I'd argue this is a meta information page (guide?) that which doesn't deserve a direct search term. (In opposition to Season being Redirected here). Thoughts? --[[User:Markavian|Markavian]] 14:48, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Not to rain molten death on your rant, but my game actually says: &amp;quot;Autumn has arrived on the calender.&amp;quot; as the season changes. So it is used in the game. But this only happens when your region also has dry and wet seasons. Not all have these, so some use the old system of reporting the seasons. This is a bit unclear, and I only figured it out after someone discussed this, and then it happend to me. So what terminoligy the game uses depends on your [edit]strike this: 'version'[/edit] type of map, such as desert or ice. --[[User:Soyweiser|Soyweiser]] 15:01, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Depend of the version? I'm not sure I really understand what that mean, but if it's not in use in the new version then it should not be done here. There is an archived wiki for the older version... --[[User:Eagle of Fire|Eagle of Fire]] 16:24, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I meant the version of the map you are playing on. Of course I'm talking about the newest version of the game. Sorry for the confusion. But I meant the type of the map you are playing on instaid of version.  --[[User:Soyweiser|Soyweiser]] 17:18, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;...has arrived on the calender&amp;quot; is used to differentiate calendar seasons from local seasonal patterns (i.e. &amp;quot;summer&amp;quot; and &amp;quot;winter&amp;quot; don't mean much in a desert, &amp;quot;wet&amp;quot; and &amp;quot;dry&amp;quot; season mean everything). It is used in the current version, and I think anyone wishing to know about the dates and months would search for &amp;quot;calendar&amp;quot;. That's what I searched for. The word &amp;quot;season&amp;quot; doesn't cover things like names of the months and length of the year. [[Season]] could have it's own article or not, but calander should stay, IMO. --[[User:Turgid Bolk|Turgid Bolk]] 16:35, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: ''Yay for molten death, and healthy discussion.'' I like the coloured table of seasons, the content of the article is good. I did not know about the &amp;quot;Autumn has arrived on the calender&amp;quot; type messages, that should definitely be added if its a fact. I suppose the question is; how would separate Calendar and Season pages differ? If they don't differ enough, then they should stay merged. I think 'farming' is the more useful topic for seasons, I would like to see a short definition of 'A season' and 'Farming seasons' on a season page, with a healthy pointer to this Calendar page for more information about the dwarven year. At least there would be a definition for 'Season' which I feel is missing from the Calendar page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== How Long is a Year? ==&lt;br /&gt;
&lt;br /&gt;
Time seems to pass more slowly in the new version, even with the same frame rate, so the number of frames/ticks per day must have increased.  Has anyone yet bothered to measure the duration of a day?  -[[User:EarthquakeDamage|EarthquakeDamage]] 22:41, 13 November 2007 (EST)&lt;br /&gt;
:My own personnal guess would be to blame the greatly increased pathing calculation that the game need to do now that we can span the game over several levels. Not only does the game have to make calculation for your dwarves, but if there is some kind of chasm (I have one in my current fortress) it also need to calculate their pathing and AI behavior too. Not to talk about wilderness animals. Add to that weather (which can also have to be calculated on a nonfixed area, which mean it can be greater than the last version), water flow calculation (very well made but ought to take a little weight on the CPU), etc... --[[User:Eagle of Fire|Eagle of Fire]] 23:16, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:The number 100,800 is used all over the place in the game code, in various time-related uses.  I ''think'' it's the length of a month in game ticks.  Unfortunately for this idea, the number 12*100,800 does not occur at all in the game code.  It's possible, then, that 100,800 is the number of, call them tocks, that are in a game year, with an unknown ratio between ticks and tocks.  So that's not much help.  Anyway, it is suggestive that 100800 is divisible by (12*28).  Is it really possible that there are only 300 ticks in a day?  I don't think so.  More info as I discover it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:56, 19 November 2007 (EST)&lt;br /&gt;
::I had read on the forums that one day is 1200 ticks.  100800/1200 = 84 which is how many days there are in a season.  So 100800 would be the number of ticks(frames) in a season --[[User:Karlito|Karlito]] 01:07, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Current version changes ==&lt;br /&gt;
&lt;br /&gt;
39a and beyond has brought about quite a few changes. We should try to compile a list and update the page. Here's some off the top of my head.&lt;br /&gt;
&lt;br /&gt;
-Time seems to be flowing even slower now.&lt;br /&gt;
-The world doesn't stop at a fixed value anymore.&lt;br /&gt;
-Ages also are not fixed, and depend on the status of the world.&lt;br /&gt;
(Post by SirPenguin)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Seasons&amp;quot; Redirect ==&lt;br /&gt;
&lt;br /&gt;
Season redirects here, but if you make it plural it doesn't redirect at all, maybe someone should fix that.  That may just be the way things are done, and if that's the case feel free to ignore this, but it took me a minute to find this page the first time, because when searching &amp;quot;seasons&amp;quot; to find the names of the seasons it didn't come up with anything relevant.  [EDIT]: Forgot to sign, sorry... --[[User:Timmeh|Timmeh]] 02:42, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added the &amp;quot;seasons&amp;quot; redirect.  If anyone feels this shouldn't have been done, feel free to delete it. --[[User:Timmeh|Timmeh]] 15:05, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: I think this is fine, but we need more information about each season and what happens during it to be here. --[[User:Khimaera UK|JK]] 12:00, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
i think the ages section should get a more detailed section about known sections.&lt;br /&gt;
like age of emtiness, age of demons, age of hydras, age of myth, age of legends, age of heros, age of fairy tales and so on with a little description what in worldgen should happen to get this age name. --[[User:Rhenaya|Rhenaya]] 10:45, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Seasonal Events ==&lt;br /&gt;
&lt;br /&gt;
It might be worth noting on the calendar page that the four seasons each have their own special days.  Spring has either the Elven Caravan or the Elvish Army arriving; Summer has humans; Autumn has dwarves and a goblin ambush; and winter is often a great time to do yard-work because there are rarely any armies out and about. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Jurph|Jurph]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48985</id>
		<title>User talk:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48985"/>
		<updated>2009-05-24T23:08:01Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* User Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. By the way, the quotes you attempted to add are not going to show up because you didn't follow directions. I didn't fix it for you, so you're welcome to come back and finish the job. [[User:VengefulDonut|VengefulDonut]] 21:32, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thanks for the heads up, it works now. I'm still not sure where the instructions you talked about are though; I had to figure out how the rand templates worked (and that i needed to sue them) for myself.&lt;br /&gt;
:You forgot to sign your comment here, so I have no idea how long ago you wrote it.  Sign comments (but not edits and material) with two dashes and four tildes, and the wiki will turn it into a user/timestamp combo thingy for you.  The instructions for how to edit that page are in its discussion page -- as noted by the comment in the page itself, one line down from the lines you inserted.  --[[User:Corona688|Corona688]] 16:24, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ah yes, sorry, it slipped my mind at this particular posting. It was less than a week ago; and I found that it was on the talk page already. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===User Page===&lt;br /&gt;
Maybe you should switch the skills the weapons use.  Then start renaming stuff, until you figure out which RAW tags do the work, and the skill names to make sense.  I'll take a look at it for my own mods, and tell you what I find.  Although I'm sure you thought of this already.--[[User:Zchris13|Zchris13]] 18:29, 24 May 2009 (UTC)&lt;br /&gt;
*[HAMMERMAN_NAME:hammerorc:hammerorcs]---&amp;gt;[HAMMERMAN_NAME:Orc Lasher:Orc Lashers]&lt;br /&gt;
*[SPEARMAN_NAME:spearorcs:spearorcs]&amp;lt;br /&amp;gt;&lt;br /&gt;
This might be what you are looking for.  If you swap out some of the skills that are used to the ones you can tell the orcs to use, then swap these around.  These are out of the Creature Standard file.--[[User:Zchris13|Zchris13]] 18:40, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Making them SIEGE you in fortress mode with their appropriate weapons (including my new ones) works just fine. Presently I'm trying to figure out how to make the Orcs wield their appropriate weapons when the player is playing AS them in fortress mode. It'll probaby end up in modifying something that's hard coded, unless there's a utility for this sort of thing. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 18:46, 24 May 2009 (UTC)&lt;br /&gt;
::You assign a skill to be used.  They pick up something that uses that skill.  Maybe making jobs for it would work? Like mining? I think that might be possible.  If you ask them to wield a sword, and whips use sword skill, they will pick up whips, right? Has anyone tested this?--[[User:Zchris13|Zchris13]] 19:40, 24 May 2009 (UTC)&lt;br /&gt;
:::Well if that's true, I still don't have, say, the ability to tell them whether to use a long or short sword. I certainly hope it's not the case. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:08, 24 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48983</id>
		<title>User talk:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48983"/>
		<updated>2009-05-24T18:46:52Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* User Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. By the way, the quotes you attempted to add are not going to show up because you didn't follow directions. I didn't fix it for you, so you're welcome to come back and finish the job. [[User:VengefulDonut|VengefulDonut]] 21:32, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thanks for the heads up, it works now. I'm still not sure where the instructions you talked about are though; I had to figure out how the rand templates worked (and that i needed to sue them) for myself.&lt;br /&gt;
:You forgot to sign your comment here, so I have no idea how long ago you wrote it.  Sign comments (but not edits and material) with two dashes and four tildes, and the wiki will turn it into a user/timestamp combo thingy for you.  The instructions for how to edit that page are in its discussion page -- as noted by the comment in the page itself, one line down from the lines you inserted.  --[[User:Corona688|Corona688]] 16:24, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ah yes, sorry, it slipped my mind at this particular posting. It was less than a week ago; and I found that it was on the talk page already. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===User Page===&lt;br /&gt;
Maybe you should switch the skills the weapons use.  Then start renaming stuff, until you figure out which RAW tags do the work, and the skill names to make sense.  I'll take a look at it for my own mods, and tell you what I find.  Although I'm sure you thought of this already.--[[User:Zchris13|Zchris13]] 18:29, 24 May 2009 (UTC)&lt;br /&gt;
*[HAMMERMAN_NAME:hammerorc:hammerorcs]---&amp;gt;[HAMMERMAN_NAME:Orc Lasher:Orc Lashers]&lt;br /&gt;
*[SPEARMAN_NAME:spearorcs:spearorcs]&amp;lt;br /&amp;gt;&lt;br /&gt;
This might be what you are looking for.  If you swap out some of the skills that are used to the ones you can tell the orcs to use, then swap these around.  These are out of the Creature Standard file.--[[User:Zchris13|Zchris13]] 18:40, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Making them SIEGE you in fortress mode with their appropriate weapons (including my new ones) works just fine. Presently I'm trying to figure out how to make the Orcs wield their appropriate weapons when the player is playing AS them in fortress mode. It'll probaby end up in modifying something that's hard coded, unless there's a utility for this sort of thing. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 18:46, 24 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21341</id>
		<title>40d Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21341"/>
		<updated>2009-05-19T01:07:44Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Holy dear lord! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How -do- you capture flies, anyway? --[[User:Alfador|Alfador]] 19:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How do I jump off cliffs in adventure mode? --[[User:Keizo|Keizo]]&lt;br /&gt;
: NO NO NO!!! Jumping of cliffs will quickly result in your death. A one z-level drop will cause injury, and oftentimes Cliffs are multiple z-levels high, and plunging 14 z-levels will kill you.--[[User:Axe27|Axe27]] 01:00, 5 October 2008 (EDT)&lt;br /&gt;
::As of 0.28.181.40d, falling one Z-level may appear to harm you, but it really doesn't.  It will stun you and leave you prone, but I've checked, it's done no damage to me.  2 layers, however, and my legs have snapped like twigs.  Fortunately, as long as I'm not dead, and not in combat, I can just go to overland map, walk one square, and I'm fine again.  --[[User:Smartmo|Smartmo]] 20:56, 2 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12games.com/cgi-local/ultimatebb.cgi forums] would probably be a better place to ask questions like these, though the movement thing would probably go well in this article. To 'catch' flies, simply be on the same tile as a swarm of them, and {{key|g}}et one as if it were an item on the ground. To jump off cliffs or other such features, hold Alt while moving, and it'll give you a choice of where you want to go in that direction. --[[User:Hesitris|Hesitris]] 06:54, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The best way to get live animals is to &amp;quot;L&amp;quot;ook/search in the square, which will dig up a multitude of small bugs. Store them in your backpack and go to town with &amp;quot;Spinning Live Cockroach Hits The Cougar In The Head! Its Brain Is Broken!&amp;quot;-ness. --[[User:DuckofDoom|DuckofDoom]] 20:19, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It mentions that you start out in the Mayor's House in a human town. Isn't that technically like the Town Hall or City Tavern, not the mayor's house. --[[User:Wahnsinniger|Wahnsinniger]] 20:57, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Erm, pressing P doesn't equip items. Instead it tries to put them in containers.[[User:Patarak|Patarak]] 02:59, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fixed &amp;quot;P&amp;quot;, here's some news from 38a though: i met a legendary bowman, and she told me off when i asked her to join. No more &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions except for Drunks now. --[[User:Digger|Digger]] 23:40, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Actually, its just the legendaries that ignore you. Lower class warriors are always happy to help. Sometimes they'll do your job for you!--[[User:Shadow archmagi|Shadow archmagi]] 05:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to talk about making adventure mode run faster on this page.  I can run a 6X6 fortress just fine, but for some reason, Adventure mode is slow as Toady's implementation of a UI. [[User:Pi|Pi]]&lt;br /&gt;
&lt;br /&gt;
Might wanna add a note that it apears that drunks are fairly good at using captured weapons. Twice now I've hada drunk wield a spear with incredible skill, killing an ettin, and one time, me when i tried to take the spear back after it was lodged into a werewolf and he grabbed it.--[[User:Darkone|Darkone]] 18:52, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just added a note to wrestling noting that unconscious people are commonly found on beds and make terrific wrestling buddies.--[[User:Shadow archmagi|Shadow archmagi]] 14:42, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Starting Location/Gear==&lt;br /&gt;
&lt;br /&gt;
It doesn't appear that humans start in the Mayor's house anymore, but in an inn of some sort.  Additionally, my starting dwarf seemed to start in a valley with no dwarf settlement nearby.  The dwarf was also lacking a wineskin.  [[User:Aristoi|Aristoi]] 15:03, 4 August 2008 (EDT)&lt;br /&gt;
:As long as I've been playing, a good few months now, it's always been the case that I've started in the tavern/inn. My dwarf also started in a valley outside of a dwarf settlement, but near to one. Hadn't really played a as a dwarf adventurer before, so I thought nothing of it. --[[User:Zombiejustice|Zombiejustice]] 17:05, 4 August 2008 (EDT)&lt;br /&gt;
::Perhaps the article needs to have its wording changed then.  There was no Mayor in the Inn, but I read on the forums there is a bug that causes him not to spawn sometimes.  Additionally, on another Dwarf runthrough, the dwarf did have a wineskin, and I was in a similar valley, but the minimap &amp;quot;tracker&amp;quot; leads me to a wide &amp;quot;pit&amp;quot; that drops into the dwarf fortress but no door.  I threw myself off and survived, but could not find an exit.  Just many many empty rooms with occasional people.[[User:Aristoi|Aristoi]] 09:49, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Where's the party? ==&lt;br /&gt;
&lt;br /&gt;
I've gone to several different towns now and have yet to find anybody listed as Drunk. Nor has anyone accepted my request to join. Do they still exist? Has my entire world gone on the wagon? --[[User:RomeoFalling|RomeoFalling]] 10:11, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;such enthusiasam&amp;quot; ==&lt;br /&gt;
i playing a dwarf in the current verison and try as i might i cannot get any millartys dwarfs to join me, the simply say &amp;quot;Ha! Such enthusiasam from one such as yourself&amp;quot;&lt;br /&gt;
What should i do? [[User:Gnomegnome|Gnomegnome]] 19:24, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Gain more [[experience]] first.--[[User:Maximus|Maximus]] 19:35, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Adventurers seem to have alot of respect for those who have thrown a lot of rocks, tip-toed back and forth in the middle of the woods, and played in the surf on the beach. There's also troll zombie wrestling, a very popular sport...--[[User:Navian|Navian]] 19:48, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== How to STOP Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
Okay, having modded in a species with fairly fearsome attacks (Possibly too fearsome. Note to self: Scale back damage slightly) and gone running around in adventure mode, I've noticed that trying to actually use said attacks results in a lot of &amp;quot;you grab the wolf by the left front leg! You release your grip on the wolf's left front leg! You grab the wolf by the right front leg! You release your grip on the wolf's right front leg!&amp;quot; as opposed to ripping them in half or clawing them to shreds. Not knowing much about the combat preferences and such, is there a way to affect what kind of attack is performed when fighting unarmed?--[[User:Quil|Quil]] 10:02, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Pressing {{key|c}}, willll bring up combat preferences. The options are 'according to opponent', 'strike', 'charge', and 'close combat'. You want 'strike', 'close combat' is probably what it's been assuming is best 'according to opponent'. --[[User:Navian|Navian]] 16:18, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Mmm, could've sworn that I'd tried it on that setting, but I'll go back and take another look. Thanks for confirming what I suspected; that it was something related to combat preferences.--[[User:Quil|Quil]] 16:26, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Rip Van Winkle ==&lt;br /&gt;
&lt;br /&gt;
Sleeping is taking FOREVER. Any way to wake up early? [[User:SwallowedSpear|SwallowedSpear]] 16:35, 19 January 2009 (EST)&lt;br /&gt;
:That's a negatory, over. *crshk*. --[[User:Zchris13|Zchris13]] 22:16, 25 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Diagonal Movement ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to move diagonally in adventure mode like the dwarves do in fortress mode? There's a cave that I really want to explore (mainly because it contains a Hydra, which I have never fought before). The tunnel underground is in such a way that the only path to the Hydra is diagonal.--[[User:Stinhad Limarezum|Stinhad Limarezum]] 08:56, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Use your numpad (with caps lock on). 7,9,1 and 3 move you in the different directions.--[[User:Sickness]] 02:04, 29 April 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Holy dear lord! ==&lt;br /&gt;
&lt;br /&gt;
Today I witnessed something that can only be described as a &amp;quot;murder cycle&amp;quot; The way it would go: one villager would be killed by another, that villager would be attacked by several others, those villagers would be attacked by the other villagers, and so on.... this shocks me to no end. --[[User:Smoking Gnu|Smoking Gnu]] 22:03, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The AI bork that would cause this seems logical (A villager commits a crime, another villager attacks it because of the committed crime, but they don't have to code to flag themselves as not comitting a crime- I might add that it's as old as time in RPGs) and Toady should be able to fix it without much trouble, or you can change the ethics in the entity raws around to prevent it. The important question is what caused a villager to attack another in the first place. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:07, 19 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48980</id>
		<title>User talk:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48980"/>
		<updated>2009-05-19T00:58:18Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. By the way, the quotes you attempted to add are not going to show up because you didn't follow directions. I didn't fix it for you, so you're welcome to come back and finish the job. [[User:VengefulDonut|VengefulDonut]] 21:32, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thanks for the heads up, it works now. I'm still not sure where the instructions you talked about are though; I had to figure out how the rand templates worked (and that i needed to sue them) for myself.&lt;br /&gt;
:You forgot to sign your comment here, so I have no idea how long ago you wrote it.  Sign comments (but not edits and material) with two dashes and four tildes, and the wiki will turn it into a user/timestamp combo thingy for you.  The instructions for how to edit that page are in its discussion page -- as noted by the comment in the page itself, one line down from the lines you inserted.  --[[User:Corona688|Corona688]] 16:24, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Ah yes, sorry, it slipped my mind at this particular posting. It was less than a week ago; and I found that it was on the talk page already. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 19 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36706</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36706"/>
		<updated>2009-05-16T21:19:48Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|70}}|{{#expr: ({{rand2|10}}+60)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category [[category:lore|Lore]]:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of? (Incidentally, it's made from [[Purring Maggots]])&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's catching on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Stong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22591</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22591"/>
		<updated>2009-05-16T17:26:42Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Pave the World? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
&lt;br /&gt;
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
&lt;br /&gt;
==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
&lt;br /&gt;
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
&lt;br /&gt;
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
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:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
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::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
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:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
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== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
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== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
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::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
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:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
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== Pave the World? ==&lt;br /&gt;
&lt;br /&gt;
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Unless you tiem it right, you will get one flat layer of obsidian with all the water under it; the obsidian doesn't jump straight to the bottom. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 17:26, 16 May 2009 (UTC)&lt;br /&gt;
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== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
&lt;br /&gt;
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
&lt;br /&gt;
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
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== Adam and Eve ==&lt;br /&gt;
I was thinking kind of a variation on the Hermit challenge except you keep one male and one female, and kill off any migrants or trade caravans, while keeping any babies those two produce.&lt;br /&gt;
:Worlds with no dwarves in them makes it a bit easier to achieve. --[[User:Denspb|Denspb]] 19:26, 15 May 2009 (UTC)&lt;br /&gt;
:Would probably make more sense, yeah. Maybe even take out humans and elves while you're at it, while keeping kobolds and goblins. --[[User:Doodle|Doodle]] 13:09, 16 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22590</id>
		<title>40d Talk:Challenges</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Challenges&amp;diff=22590"/>
		<updated>2009-05-16T17:25:08Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Pave the World? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Prison Complex==&lt;br /&gt;
The idea is to build a large detention centre for the Mountainhomes.&lt;br /&gt;
Your starting 7 are the only dwarves allowed as wardens (except immigrants already in the military) and should have military skills and some basic construction skills.&lt;br /&gt;
All immigrants are treated as prisoners, and should be met as soon as possible once they enter the map and shepherded into the prison.&lt;br /&gt;
The cells should be arranged on three or four z-levels and all cell doors on a row linked to a lever in a seperate guard-only area.&lt;br /&gt;
'New fish' entered into general population during the out-of-cell hours, then all prisoners locked up for the night.&lt;br /&gt;
Some prisoners are on food duties - farming and such - but all food for prisoners to be dished out in a canteen.&lt;br /&gt;
Prisoners may also work on crafting items for the guards to trade.&lt;br /&gt;
Ideally many of your inmates are going to lose the plot and start attacking other inmates, leading to riots and all sorts. Send in the dogs!&lt;br /&gt;
&lt;br /&gt;
I'm sure there are other interesting additions to this concept, but my experience with large and especially themed fortresses is limited.&lt;br /&gt;
I'd love it if anyone could expand this, and maybe figure out how to control the prisoners, get them all to bed etc.&lt;br /&gt;
Also, this is my first post on these pages, so hope I'm doing it right. :)&lt;br /&gt;
&lt;br /&gt;
==Colorful==&lt;br /&gt;
This is an idea I got by reading trough all the challenges, what if you make it a goal to have the fortress in the colour of the rainbow. (Example, 80x80 tile fortress, first 10 tiles are red, second 10 tiles are brown-orange, the third 10 are yellow and go on) --[[User:G1real|G1real]] 08:43, 27 June 2008 (EDT)&lt;br /&gt;
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==Sparta==&lt;br /&gt;
&amp;quot;You shouldn't create chainmail or plate armour.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;why? --Savok &lt;br /&gt;
:because spartans don't wear chest armor. you should definately watch 300, it's like Dwarf Fortress on crack! --AlexFili &lt;br /&gt;
::from what I've read, 300 isn't an accurate depiction of Spartan life. However, this challenge build is based on 300 --Savok&lt;br /&gt;
:::Alright, fair point, 300 was based from a graphic novel, but many similarities between Spartans in 300 and in real history are present. --[[User:AlexFili|AlexFili]] 10:39, 9 June 2008 (EDT) &lt;br /&gt;
::::&amp;quot;However, this challenge build is based on 300&amp;quot; No it isn't. At least, it wasn't intended to be. I guess I shouldn't have referred to pop culture when I added it. --juckto&lt;br /&gt;
:::::The hell with it. Split off spartans from 300. [[User:Juckto|Juckto]] 16:55, 14 June 2008 (EDT)&lt;br /&gt;
::::::Not only did Spartans use chest armour (although in the form of bronze muscel cuirasses), but it was illegal and finable to fight without your armour. Theres one story of a Prince praying in Temple when some enemies attacked, he ran out naked and killed them, the Oligarchs awarded and praised him with one hand and then fined him with the other. Further specific Spartan attributes, the largely did not wear sandals except during war (don't want your feet to be soft and flabby, gotta make them rock-proof), Sparta itself didn't rely on walls (although they did use them [notably at the battle of the Hot Gates to keep the Persians from landing south of the gates] and the city did eventually make some). Theres also the complicated issue of their government, not sure how to replicate that, dual monarchy with the Kings having no real governmental powers and an oligarchy ruling at home. Maybe having a Legendary warrior lead each of two squads and having every position (Book Keeper, Mayor, Captain of the Guard even maybe) filled by a useless fat rich guy in a nice shiny house. I should also point out alot of their generals and kings were known for a love of gold and that 50% of the population being in the military is not very accurate, actual Spartan soldiers were vastly outnumbered by the Helots. --[[User:Lowlandlord|Lowlandlord]] 01:37, 31 July 2008 (EDT)&lt;br /&gt;
==No mining==&lt;br /&gt;
Now that you construct walls and fortifications out of wood, I wonder if anyone is going to take on a 'no mining' challenge?  You're going to need a ''lot'' of wood! --[[User:Mechturk|Mechturk]] 17:00, 6 November 2007 (EST)&lt;br /&gt;
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:Some people already are :p --[[User:Turgid Bolk|Turgid Bolk]] 17:44, 6 November 2007 (EST)&lt;br /&gt;
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::I'm running a game with Elves as the playable civilization, a challenge on its own--The Forest Retreat of Inalamina is well into its ninth year, with a population of 220, and this is without mining ''or'' cutting down any trees. It's defended entirely by spearmen, swordsmen, and wrestlers, and the nobles/admins and wounded elves live happily in tree forts and lean-tos! Worth adding, maybe? I'd even consider writing an article for it... --[[User:Navian|Navian]] 10:23, 6 November 2008 (EST)&lt;br /&gt;
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::: I am completely enthralled. I'd love to see it written up. Screenshots, the whole thing. --[[User:RomeoFalling|RomeoFalling]] 10:37, 6 November 2008 (EST)&lt;br /&gt;
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::Oh, you mean for the game I'm running itself? I'd love to, but I can't seem to find what the rules for that are and I don't want to step on any toes by randomly creating a page. --[[User:Navian|Navian]] 10:48, 6 November 2008 (EST)&lt;br /&gt;
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::: Either for the game itself, or a general essay sorta thing on the challenges and solutions for that kind of gameplay. As for the [[rules]], I don't know what you're talking about exactly. A wiki is a kind of anarchistic democracy. If you think it's worth putting up, you are free to put it up. If someone wants to take it down, they're free to do that too. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:RomeoFalling|RomeoFalling]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:::Put the writeup on your userpage, and if it can be broadened into something else, we'll move it into the mainspace.--[[User:Maximus|Maximus]] 23:09, 6 November 2008 (EST)&lt;br /&gt;
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==Assassination==&lt;br /&gt;
I tried &amp;quot;Assassination&amp;quot; the other day and found that it was incredibly easy with a group of axedwarves. Not only did I kill the hardest-to-get-at goblin, I killed every last other goblin too. In the end, there were only 2 dogs and 2 dwarves dead (the last one fell, sadly, to the last goblin left, who was hiding in the tunnels.--[[User:Smoking Gnu|Smoking Gnu]] 22:51, 15 December 2007 (EST)&lt;br /&gt;
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:Now do it with 7 untrained dwarves with no armor. --[[User:TheUbie|TheUbie]] 19:30, 29 December 2007 (EST)&lt;br /&gt;
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::Mwa ha ha ha!--[[User:Jackrabbit|Jackrabbit]] 18:38, 11 December 2008 (EST)&lt;br /&gt;
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::: How did you get it to work?  I've tried starting with goblins and they are always &amp;quot;friendly&amp;quot; on the unit screen and so I can not attack them.  Is there some trick to getting them hostile so you can do this sort of thing? 40d, by the way. --[[User:Kwieland|Kwieland]] 11:33, 18 February 2009 (EST)&lt;br /&gt;
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== Humanlike? ==&lt;br /&gt;
It should be noted that the 'human-like fortress' as described is historically inaccurate.  In particular, its either misrepresenting or confusing various details.  One major point is that a _castle_ never incorporated a town.  There are walled towns and there are castles, but these are entirely different things.  A couple of historical periods/styles would lead to the following different suggestions:&lt;br /&gt;
&lt;br /&gt;
(A) Larger (stone) medieval castles sometimes had industry in the bailey.  This was often pressed up against the outer wall to save on space and wall building.  It was usually militarily useful industry (ie, metalsmithing of various types).  Cooking and possibly brewing might also happen, and cooking at least would have been handled in the keep itself.  Industries including jewelry, carpentry (on a permanent basis), and other non-military production would have been outside the castle, quite possibly in a town nearby.  &lt;br /&gt;
&lt;br /&gt;
(B) More isolated smaller castles would have done necessary production in the bailey on a temporary basis (ie, erecting a carpentry work area when needed and disassembling it afterwards), with a few permanent industries (notably blacksmithing).&lt;br /&gt;
&lt;br /&gt;
(C) 'Dark Ages' castles would be made of wood, and weren't large enough to accomodate much industry.  Instead they would have imported everything.  The early castle was a defensible home for the lord and his family, and would only house them and a few military retainers.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the lack of focus on industry in a castle meant diverse tasks might share the same workspace and in fact be handled by the same person.  The purpose of a castle is military, not production, and castle's only produced goods for internal demand that either could not be imported, would be inconvenient to import, or were critical to the military purpose (and couldn't afford access to those goods being lost during a siege).&lt;br /&gt;
&lt;br /&gt;
(D) A walled town would have no keep.  Nobles would not live there.  Basically, towns would build a wall around their perimeter for defense.  More important towns often grew to encompass nearby castles, and often outgrew their walls - which might either lead to substantial portions beyond the walls or accruing walls occasionally to encompass new growth.  Despite a castle potentially being encompassed by a town, the castle and town were administratively separate - towns receiving independent charters from the crown - and the town was never subject to the lord of the castle (who may well control the surrounding countryside).&lt;br /&gt;
&lt;br /&gt;
Given the nature of Dwarf Fortress, treating it as a town rather than a castle is probably preferable unless you really want to emphasize military skills, which could be interesting.  You could, of course, create a castle and a town, keeping them as virtually separate entities, with military dwarves and nobles living in the castle and other dwarves living in the town.&lt;br /&gt;
&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 18:11, 30 April 2008 (EDT)&lt;br /&gt;
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:When did we start trying to make DF fit real-world history?&lt;br /&gt;
:His idea seems perfectly fine when compared to in-game human towns/cities, as they have a keep and whatnot as part of the city. Only difference is adding a wall around it all. --[[User:N9103|Edward]] 18:25, 30 April 2008 (EDT)&lt;br /&gt;
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== Insane Renegade (just a thought) ==&lt;br /&gt;
&lt;br /&gt;
Well I was thinking something along these lines,&lt;br /&gt;
&lt;br /&gt;
They all think that your crazy, so you and some others ran. You shouldn't trust them... They want you dead. Except for the (random profession/job) they think like you. KILL THEM KILL ALL THAT OPPOSE YOU!!,&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
Xenophobia, Do not trade with others, Kill all immigrants except ones of a certain job/profession. If you want to go as a truly insane person, ban all statues and engravings of Dwarven faces (the statues, THE ROCKS! THEY ALL WANT ME DEAD!!!!) Be prepared for a long life of hatred and sieges.&lt;br /&gt;
&lt;br /&gt;
P.S. if anyone edits this and puts it on the main thing please give me partial credit... Thank you and goodnight! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:How is this different from [[Challenges#Outcast|Outcast]], aside from the RP? --[[User:Savok|Savok]] 16:41, 22 June 2008 (EDT)&lt;br /&gt;
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::Oh dear, i missed that one. never mind &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:LrZeph|LrZeph]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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== Dystopian society ==&lt;br /&gt;
&lt;br /&gt;
Anyone thought of making a fortress based off one of those dystopian futures found in scifi novels like 1984, We, Brave New World, and Fahrenheit 451? The way I imagine it, it would be similar to the Equaland challenge, with variations based on the dystopian principle of your choice. For example, if you want to encourage uniformity across your population, enable all labor for every dwarf and persecute anyone who skills up too quickly at a given skill. A strict caste system might also be implementable, a la Brave New World. Another idea would be to kill off or at least &amp;quot;re-educate&amp;quot; any dwarf that falls below ecstatic for an extended period of time. Tons of ideas at {{wiki|Dystopia}}. Thoughts? --[[User:Mikaka|Mikaka]] 04:56, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds like a good challenge. --[[User:Savok|Savok]] 08:24, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Underwater Building ==&lt;br /&gt;
&lt;br /&gt;
I've decided to take on the underwater building challenge, and have started Migrurmestthos, The Ocean-Citadel. But ah... I can't for the live of me figure out how I'm going to get glass blocks to the bottom of the ocean. Any ideas? --[[User:Anfini|Anfini]] 20:36, 19 July 2008 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''P.S.: I've altered the creature tokens and set my Dwarves to Aquatic.''&lt;br /&gt;
&lt;br /&gt;
:I recommend either&lt;br /&gt;
:#Don't build it in the ocean.&lt;br /&gt;
:#Use pumping to pump a large area of the top level of the ocean out. Do the same with a slightly smaller area one level down. Repeat as desired.&lt;br /&gt;
:#Pump the ocean out, build, then let it flow back in. This is like the above, but with the whole visible ocean. --[[User:Savok|Savok]] 22:45, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Oookay, okay. I have single-handedly diverted the courses of raging rapids to give my children something to drink, harnessed the power of lava, and built towers of glass. However, I cannot help but approach the idea of pumping out '''the entire ocean''' with a bit of skepticism. Is this ''really'' possible? --[[User:Anfini|Anfini]] 22:53, 21 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Aye, it is. Aside from waves, the &amp;quot;entire&amp;quot; ocean is really, due to map limitations, just a large, fast-refilling lake. If you build a ring of pumps properly, you should be able to clear the water from a section, which can be as large as your fortress map. --[[User:Savok|Savok]] 02:34, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I've personally been using 'canals' in my fortress for quite a while, and what I do is simply allocate nobles' rooms along the side of the canal, and before flooding the waterway, I dig into it and build glass windows and blocks so the nobles can watch the fish swim by.  I doubt it actually raises the room value by any more than the glass windows' base value, but I like the effect.  This isn't really an &amp;quot;underwater city&amp;quot; per se, but it's born of the same concept.  --[[User:Eddie|Eddie]] 07:45, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Check out [[User:Squirrelloid/Under the Sea]], then note that I haven't quite tested any of the possible methods yet.  I'm about ready to turn on the magma tap and see if I can create an obsidian stalagmite with successive bursts of magma followed by channelling - that may provide a way to build stairs down through and assemble a mass pump appartus - yes, this is going to be a lot of work.  Its took 6 years of game time to get to the point where I was ready and able to do a trial run - admittedly, it wasn't the only thing I was focused on.  --[[User:Squirrelloid|Squirrelloid]] 12:28, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Factory ==&lt;br /&gt;
&lt;br /&gt;
--[[User:Bilkinson|Bilkinson]] 18:12, 28 August 2008 (EDT)&lt;br /&gt;
Looking to develop this callenge concept:&lt;br /&gt;
&lt;br /&gt;
Your fortress is a highly specialized industrial complex. Select one item, or very narrow category of items. (ie Flour, Scepters, Shoes, Silk Bags, Crossbow Bolts) This is your factory's product. You must produce as much of it as possible, and it may only be used for export to any any and all caravans which visit your factory. Set up shift schedules, assign massive teams of dwarves (or even all of them!) to your core product, and generally devote your fort to maximizing output. &lt;br /&gt;
&lt;br /&gt;
Variants: &amp;lt;br /&amp;gt;&lt;br /&gt;
Assembly line - Each Dwarf is assigned a single stage of the production cycle, this is their only labour. Workshops should be grouped togeather by type, ordered based on the production cycle and grouped with relevant stockpiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
Communal - Every Dwarf has every relevant labour enabled, in addition to whatever else they do for the fort.&amp;lt;br /&amp;gt;&lt;br /&gt;
High Management - For each Task in your production, appoint a department head. As the number of workers in each department grows, start appointing shift managers. As your factory expands in size, appoint reigonal coordinators and quality control bureaus. Cap this off with a board of directors and a CEO. None of these dwarves do anything but fill noble slots and build social skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
Prison/Work Camp - Noble dwarves do not contribute to labour. Max the fortress/royal Guard at all times and draft 20% of the population into the army. The remaining dwarves are prisoners who must produce output. Build walls, rig traps, and make an example of anyone who fails to meet their quota.&amp;lt;br /&amp;gt;&lt;br /&gt;
People's Glorious Five-Year Plan - As above, but arrive with no skilled workers, rig all facilities with self destructs and kill switches, and only arm one in ten of your soldiers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bonus: Only produce things vital to the survival of your workers, or directly involved in making your product. Anything else must be imported.&amp;lt;br /&amp;gt;&lt;br /&gt;
Further Bonus: Produce only your final product, all raw materials must be imported. spend the surplus on anything else you may need.&lt;br /&gt;
&lt;br /&gt;
How's it sound?&lt;br /&gt;
&lt;br /&gt;
== Luxurious Tomb ==&lt;br /&gt;
&lt;br /&gt;
Build an extravagant mausoleum for your entire dwarf community.  Make it multi-leveled, make it a pyramid, make it out of glass if you want - but it must serve no other purpose than to be a dying place, and must not be accessed for any purpose other than to build it.  Add a few decorations here and there, statues, tables, and a whole lot of coffins to house everyone.&lt;br /&gt;
&lt;br /&gt;
Once it's complete, turn your fortress into a ghost town.  Remove the designation of all your stockpiles.  Forbid all the workshops and forbid access to the different areas of the fort as they get deserted to limit dwarf movement.  Lure everyone into the tomb, seal the entrance from the inside and watch everyone die inside their new mausoleum.  The tomb should be designed such that the initial entry point cannot easily be guessed (i.e.: The entrance should be sealed using a wall or some other solid structure - not via a door you just mark forbidden.&lt;br /&gt;
&lt;br /&gt;
BONUS: make access to the tomb difficult or impossible, either by causing a cave-in in the tunnel that leads towards it, or by flooding the surrounding area in water or magma.&lt;br /&gt;
&lt;br /&gt;
BONUS #2: Build the tomb over a chasm.  Find a way to drop the whole tomb-building into it once everyone's inside.&lt;br /&gt;
&lt;br /&gt;
:Suggestion: DON'T build it over a chasm; build it over a very large pit (deep enough to be called a 'chasm' by some) and make a set of ramps that lead down to the bottom. 1x2 setup; that is:&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ^^&lt;br /&gt;
 ..&lt;br /&gt;
 That is, up ramps, turn on normal flooring, then continue back up in the opposite direction. So a dwarf would travel in this path:&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 VV&lt;br /&gt;
 &amp;gt;^&lt;br /&gt;
:They'd come down the left ramp, turn left twice, and go down via the right ramp. Then they'd take two more lefts, and go down the left ramp, etc..&lt;br /&gt;
:Just a neat little suggestion that's way too complicated, but'd look nice...also, {{k|V}} is a ramp; {{k|^}} is not.&lt;br /&gt;
:I can't wait to try this out, then watch the temple I build go down, down, down, and '''SMASH'''--then use the ramps alongside it to view (and plunder, of course--it IS a tomb in adventure mode) it.&lt;br /&gt;
:Oh, and just a Z-level view:&lt;br /&gt;
 |   / &lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/&lt;br /&gt;
 |\&lt;br /&gt;
 | \&lt;br /&gt;
 |  \&lt;br /&gt;
 |   \&lt;br /&gt;
:Or:&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
 |   /&lt;br /&gt;
 |  /&lt;br /&gt;
 | /&lt;br /&gt;
 |/___&lt;br /&gt;
:Etc.. ~ [[User:Midna|Midna]] 23:45, 25 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Agoraphobia  ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves are absolutely terrified of the great outdoors, ([[carp|and]] [[Elephant|with]] [[Giant eagle|good]] [[undead|reason]] and want nothing more than to be nestled tightly in the &amp;quot;[[Giant Cave Spider|relative]] [[Pit|saftey]]&amp;quot; of the underground. Upon arrival, immediately burrow into the ground and haul all your supplies out of the sun's glare, and then never set foot on the surface again. Also, to help reduce anxiety, have no single chamber larger than 5x5, and let no hall stretch farther than 5 tiles between doors.--[[User:Bilkinson|Bilkinson]] 11:42, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;insert material&amp;gt; Fort....wait, what? ==&lt;br /&gt;
&lt;br /&gt;
Ok, now I can understand a glass fort...and I can understand making it all outside, but how does one build it under water?  Can someone please tell me how to do this so I can try to create my own Dwarven SeaLab? [[User:Alkyon|Alkyon]] 05:58, 17 October 2008 (EDT)&lt;br /&gt;
:I believe its either done via pump rings (enough screw pumps can hollow out sections of the ocean long enough to build something to hold the water back), or in a cold enough seasonal environment, only doing construction during the winter. [[User:HeWhoIsPale|HeWhoIsPale]] 08:44, 17 October 2008 (EDT)&lt;br /&gt;
:: The third option would be building the fort, and then making a lake around it. --[[User:Bilkinson|Bilkinson]] 08:51, 17 October 2008 (EDT)&lt;br /&gt;
::The real trick with building enough screw pumps is in water deeper than 1 z-level you need to find a way to build down - you cannot hang down staircases off sides like you can up staircases.  I'm attempting to pump magma to form an obsidian sheen - tunnel down through it and channel a hole, pump more magma, and so on.  I'll let people know how it works... --[[User:Squirrelloid|Squirrelloid]] 12:41, 19 November 2008 (EST)&lt;br /&gt;
:::So I've heard.  Have you tried just carving a staircase along the underwater cliff on your game?  I hope to see, or at least hear, the results of your work.  As for me, I'm trying this challenge the other way around: Turn a hilly desert map into a massive glass aquarium, with my dwarves living the good life inside. --[[User:Alkyon|Alkyon]] 13:41, 19 November 2008 (EST)&lt;br /&gt;
:::::Well, my goal was to build a free-standing structure in 15 z-levels of water, so yes, if there is a convenient cliff it works, but that limits you to cliffs which start 1 z-level below water.  As all my really deep water areas aren't even close to being accessible in that way, its not even an option.  --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::To me, the solution that comes to mind is to place a weapon rack on a narrow causeway and get recruits to wrestle until one punts another into the abyss. The lucky winner gets to build the up staircase. Getting materials below is easy, you can just build something and deconstruct it, among other more elaborate means. --[[User:Navian|Navian]] 17:41, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::That only works if its only 2 z-levels down, because otherwise the dwarf falls into deeper water and drowns... and as 2 z-levels is boring... --[[User:Squirrelloid|Squirrelloid]] 19:34, 19 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Genesis==&lt;br /&gt;
Kill all but two of your starting dwarves off (one male and one female).  Seal them in your fortress (no trading).  Repopulate the earth.  Measure of success is based on number of children before the fortress dies.  Thoughts?&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 05:12, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:How reliably can you get them to mate?--[[User:Maximus|Maximus]] 16:57, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Tried this out - 3 years in and not even lovers yet.  Ick.  So, here's the problem: you really want two dwarves who won't start as friends with many other people (although each other is ok), and who can handle stress and aren't quick to anger.  Because of course your first hurdle is going to be surviving the unhappiness generated by killing off everyone else.  (You may just want to build some coffins early just in case).  Unfortunately, the embark screen view mode won't let you see who they're friends with before embarking, so if you want to assign just two of them skills you're making guesses based solely on their personality traits as two which dwarves will be compatible and likely to survive the initial culling.  After that you then need to reduce your job queue to almost nothing and basically lock them in the same room together so they spend their time talking - because you've already chosen otherwise self-reliant and anti-social dwarves.  &lt;br /&gt;
&lt;br /&gt;
::Some evidence on the Relationships talk page suggests giving some social skills to your dwarves may increase the rate at which they progress to friends/lovers.&lt;br /&gt;
&lt;br /&gt;
::My first attempt was a Carpenter 5/Cook 5 and a Mason 5/Grower 5... I might have to revise that to Mason 5/Grower 3/Something social 2 and Carpenter 4/Cook 4/something social 2 - but carpenter and mason are going to be important for generating happy thoughts.&lt;br /&gt;
&lt;br /&gt;
::Apparently setting the .init file to a max of 2 dwarves doesn't stop immigrants from coming - which is annoying because I really don't want to keep killing them off, and they keep stealing my moods.  (Yes, i put a stone stockpile outside so the immigrants can build their own deathtrap over the lava vent).  I do recommend playing on an island so you only have to deal with not going outside for the dwarf caravan each year.  And the liaison will happily join your migrants on the death trap if you make it a meeting area.&lt;br /&gt;
&lt;br /&gt;
::--[[User:Squirrelloid|Squirrelloid]] 10:18, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's all a matter of compatibility. Dwarves actually don't start out friends, they just make them almost instantly at the start (and can make grudges here, too. I had one who had a very low sense of adventure while everyone else had high, and five of the seven had grudges with her.) To become lovers and get married requires a very, very high compatibility--whatever that means. It seems that some dwarves never upgrade from lovers to married, either, perhaps due to being not compatible enough, but being faced with a lack of programming to handle breakups. (I'll leave that one to the playwrights.) Getting this challenge to work is probably more than half the challenge! --[[User:Navian|Navian]] 11:29, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Do social skills make dwarves more likely to make friends, or does being friendly make dwarves more likely to gain social skills?  Instead of focusing on social skills, you might need to pick dwarves with a lot of friendly traits (or even compatible traits, like Navian suggests).  You can check their personalities before setting out -- if you don't see compatible traits, scrap it and start building another party.&lt;br /&gt;
&lt;br /&gt;
:::For happiness, build several native gold (i.e., masonry) statues and put them in their bedrooms -- that will dwarf (ahem) the bonus you will get from the bed itself being high-quality.  You can potentially skip carpentry altogether.&lt;br /&gt;
&lt;br /&gt;
:::For them to actually form a relationship, you might need to give them idle time, during which they will socialize.  &lt;br /&gt;
&lt;br /&gt;
:::To keep other dwarves away, you could try putting a moat around the entire perimeter of the map (better still, a magma moat).  This worked with the 2D version, but with finite quantities of fluid in the 3D version, it might not work anymore.  But if you do want to try, put a wall as close to the edge of the map as it allows you, and flood everything outside it.  Have the sacrificial five (and all immigrants) work on that.&lt;br /&gt;
&lt;br /&gt;
:::Supposedly you won't get moods at all in a fortress with less than 20 dwarves.  You also won't get moods if you haven't produced enough goods or revealed enough tiles through mining (see [[strange mood]]).--[[User:Maximus|Maximus]] 12:30, 23 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Noblesse requis==&lt;br /&gt;
&lt;br /&gt;
Build your fortress to please the sick, twisted, evil nobles needs. Build a execution chamber for your rowdy dwarves and build a torture chamber for your dungeon master, using your imagination! Use this to punish pathetic dwarves who dare rebel. Build palaces for your nobles and pamper them in every way. Pour most of your resources into a beautiful place for nobles to live whilst letting your dwarves sleep in tiny, pathetic rooms.  The only exception is your mayor, who rises from the rank of the disgusting peons. He must live in squalor as well, preferably next to noble rooms to so the nobles can taunt him. score yourself according to how happy your nobles are, and your worth. Evil. And fun! can I add this to the main page? --[[User:Jackrabbit|Jackrabbit]] 03:04, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Sure &amp;amp;ndash; it's a wiki, after all. You can edit the pages yourself!&lt;br /&gt;
:Also, is that really what [http://en.wikipedia.org/wiki/Noblesse_oblige Noblesse/noblis oblige] means? --[[User:Savok|Savok]] 10:55, 11 December 2008 (EST)&lt;br /&gt;
::Nope, just sounds good. I was hoping nobody would look it up. Maybe I'll change the name. Also, I'm new to wikis in general so I don't really know how everything works, desipte making this profile about a year ago. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:26, 11 December 2008 (EST)&lt;br /&gt;
:::Okay, changed it to Noble demand. Thanks!--[[User:Jackrabbit|Jackrabbit]] 18:30, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma/Lava Waterfall ==&lt;br /&gt;
&lt;br /&gt;
Would creating a sustainable magmafall, or one that can be triggered as part of a defense system, be considered a challenge?  Or is it more of a Stupid Dwarf Trick?  I'm just curious because one has to take into account building the thing, making sure it won't set your dwarves on fire, and where to put the excess magma/lava since you can't really just pump it back into the magma pipe without some sort of massive and elaborate pump system. (Oh wow, I feel stupid.  I created a new subject and forgot to sign it for at least two days.) --[[User:Alkyon|Alkyon]] 20:26, 10 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm inclined to declare it a SDT, due to the overly dangerous side effects. But then... I'd also call half the challenges SDTs too. I think that if the side effects are more dangerous than the intended effect, it's no longer a challenge, but something some random (insane) dwarf felt needed to be done. To put it in perspective, there's few cases where a 20-dwarf squad can't handle an entire siege, with or without fortifications and traps. Give them those, and they can handle all the siegers rushing and arriving at the same time. Even if you never have any mistakes during the construction of the magma-defenses (and that's a rare thing) then you could easily lose more than 20 in the first siege alone from dwarves trying to gather dropped goods. It's also almost useless against any other defenses (thieves &amp;amp; ambushes) since you'll have little, if any forewarning that you need to clear the area and throw the switch.&lt;br /&gt;
:On the other side of the fence, if you're particularly interested in making this, you should do the little things, like making a near-exact count of how much lava you'll need to let flow, to both keep all tiles where it will settle to less than 2/7 (since then it would never evaporate, the best cleaning method) and how to direct the flow so that it covers the path, but doesn't flow to other areas you didn't intend. --[[User:N9103|Edward]] 15:38, 11 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Well, it doesn't have to be part of a defense system, one could just have massive magma waterfalls lining their entrance.  Though I have to say from experience that the hardest part is drainage.  Creating a massive magma cistern is one thing, it just takes some pumps and construction, but getting the stuff to not backup on the way to the disposal chasm and therefore not flood your fortress is a bit more complex than it first seems.--[[User:Alkyon|Alkyon]] 11:13, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Which is why it's great building your fort into the the ledge a few levels over a Magma Pipe ;) --[[User:N9103|Edward]] 21:01, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Hmm, that would be one way to do it, too bad I can't search for maps with that specific of a terrain set.  Anyways, there has to be a way to spill off at least some of the magma as the magma pipes fill slowly but constantly from the bottom.  Also, I learned from my failed experiment that Coke roads + magma spillover = road of fire.  Unusable except for turning your fortress into Mordor, which is awesome in it's own way. --[[User:Alkyon|Alkyon]] 21:29, 12 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::LOL, yes, I saw that and was thinking something along the lines of Mordor myself ;)  As for spill over, the magma tends to flow off to the side off the top of the magma pipe where I'm at, resulting in a net loss to evaporation, so I just turn it off for a season once or twice a year. As for finding a magma pipe that's exposed *and* sunken, to provide atleast one level of inaccessible floor around the pipe, I'd look in the mountains, where you've got many many levels of elevation. Or atleast, that's what my map looks like (50+ levels) with the majority of the map being mountain tiles, and one corner (of a 2x4 map) being desert. It had two * listed in the height map, '''''but no chasm''''', so that could help to find one. --[[User:N9103|Edward]] 23:35, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Or, how about a dual water/magma waterfall, meeting on the road leading in? Encase your enemies in carbonite, err, obsidian. [[User:Random|Random]] 20:31, 15 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Real time&amp;quot; challenge talk ==&lt;br /&gt;
&lt;br /&gt;
1) As mentioned in the challenge, opening any menu pauses the game&lt;br /&gt;
&lt;br /&gt;
2) &amp;quot;You have struck Alunite!&amp;quot;  Anyone else get this message and a pause every 5 minutes?&lt;br /&gt;
&lt;br /&gt;
If you were to keep the game running while you slept -- and trust me, I have -- all it takes is one minor inconvenience of the legion the game contains to pause it.  I set the game to keep running before I went to bed one night, and between doing that and going to brush my teeth, it paused.  I resumed, lay down in bed, and not a minute later, I opened my eyes to see the game had paused ''again.''  Too much stuff causes the game to pause to really execute this without constant babying.&lt;br /&gt;
&lt;br /&gt;
Overall, I don't see this challenge as being feasible.  Not bad in theory, but impossible in practice.  --[[User:Eddie|Eddie]] 06:15, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes, thats true. That challenge would require either a new version where pausing-for-announcements can be disabled or a helper program to automatically acknowledge them and unpause the game. [[User:Random|Random]] 20:54, 16 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hermit Challenge ==&lt;br /&gt;
&lt;br /&gt;
Does anyone have any tips for not having any damn migrants? The carps can't eat everyone.&lt;br /&gt;
: Well, you can just kill them all. Atom smasher, lava, water, goblin siege, choose your way to kill them. Even random ballista bolt could do the trick! Bonus point for the creative part !? :D [[User:Karl|Karl]] 19:45, 21 January 2009 (EST)&lt;br /&gt;
::Well, if the problem gets too extreme, you can adjust your maximum population to 1 in the ini files, and see if that works...--[[User:Quil|Quil]] 20:43, 21 January 2009 (EST)&lt;br /&gt;
::: It doesn't work. The POPULATION_CAP seems bugged something awful. [[User:AbuDhabi|AbuDhabi]] 02:36, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Great Wall of [Kingdom] ==&lt;br /&gt;
&lt;br /&gt;
Here's an interesting challenge:&lt;br /&gt;
&lt;br /&gt;
Your kingdom needs a great impenetrable defense to protect against your goblin enemies. You have been assigned to build a giant wall!&lt;br /&gt;
&lt;br /&gt;
The wall must stretch from one side to the opposite, have a height of 5 z-axis, be four tiles wide complete with gate(s), towers, fortifications, ballistas and catapults. You must also position a crossbowdwarf at every ten tiles.&lt;br /&gt;
&lt;br /&gt;
* BONUS: Build it right next to a goblin lair.&lt;br /&gt;
* BONUS: Build it all using only wood.&lt;br /&gt;
* BONUS++: Build it all using only soap!&lt;br /&gt;
&lt;br /&gt;
[[User:Myroc|Myroc]] 15:16, 22 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:This wouldn't work due to the fact that you can't build walls (among other things) too close to the edge.  At best, it would have to start six tiles in on both sides.  However, you could implement an existing hill/mountain to &amp;quot;assist&amp;quot; with the completion of the wall.&lt;br /&gt;
:[[User:Nocash|Nocash]] 18:30, 24 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ah, good point. I kinda forgot about that. [[User:Myroc|Myroc]] 05:50, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You could use raised bridges at the ends, they can be built right up to the edges.  --[[User:Torasin|Torasin]] 13:25, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pave the World? ==&lt;br /&gt;
&lt;br /&gt;
If one where to flood the world with magma, then flood it with water, you would be left with a solid block of obsidian, am I right? (along with ALOT of steam.)  Bonus for paving the elves. --[[User:Zchris13|Zchris13]] 18:13, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Unless you tiem it right, you will get one flat layer of obsidian with all the water under it; the obsidian doesn't jump straight to the bottom.&lt;br /&gt;
&lt;br /&gt;
== Rewrite ==&lt;br /&gt;
Alright, this article is getting way too messy. 60 top-level items is more than most talk pages, many of them overlap each other, the ones involving goblin forts are out of date (as local goblins are automatically friendly as of 40d) and some of them just plain aren't challenges.&lt;br /&gt;
&lt;br /&gt;
For now I've split them up into three broad categories, and I plan to weed out redundant/wrong bits and streamline the whole thing while still hopefully preserving some of the &amp;quot;flavor text&amp;quot;. [[User:Walliard|Walliard]] 04:06, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== College ==&lt;br /&gt;
A center for enlighted craftsmanship studying and teaching. There should be auditoriums for each workshop type lined with chairs and a few lecture rooms with ascending rows of chairs where nobles rant to the peasants how lesser they are and to teach them manners. A canteen and dorms will also be needed.&lt;br /&gt;
&lt;br /&gt;
Minor bonus: auditoriums are designated as meeting halls and have balconies and floor hatches on the ceiling to allow best studying with illuminated stages.&amp;lt;br /&amp;gt;&lt;br /&gt;
Minor bonus: Hold keger parties each night.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus: Do not make co-ed dorms; married couples can rent a small apartment from nearby study houses.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bonus +: Engligthen other races.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ultimate bonus: Englighten orcs, goblins and other less friendly creatures. -[[User:Karpatius|Karp]] 08:00, 6 May 2009 (UTC)&lt;br /&gt;
: How does one &amp;quot;enlighten&amp;quot; other races? [[User:Lymojo|Lymojo]] 21:38, 13 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
== Adam and Eve ==&lt;br /&gt;
I was thinking kind of a variation on the Hermit challenge except you keep one male and one female, and kill off any migrants or trade caravans, while keeping any babies those two produce.&lt;br /&gt;
:Worlds with no dwarves in them makes it a bit easier to achieve. --[[User:Denspb|Denspb]] 19:26, 15 May 2009 (UTC)&lt;br /&gt;
:Would probably make more sense, yeah. Maybe even take out humans and elves while you're at it, while keeping kobolds and goblins. --[[User:Doodle|Doodle]] 13:09, 16 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sensei&amp;diff=48876</id>
		<title>User:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sensei&amp;diff=48876"/>
		<updated>2009-05-16T06:11:50Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Da Orx Fortress Mod: Coming soon-ish [[User:Sensei|Last seen somewhere in the Basic Jungle of Terror]] 01:09, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Presently seeking a means to allow the Orcs to equip weaopons other than those in the default military options in Fortress Mode...&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36705</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36705"/>
		<updated>2009-05-16T02:46:34Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|70}}|{{#expr: ({{rand2|10}}+60)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's catching on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;&amp;quot;I swear to god once I saw a dwarf who was labeled as being Stong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18490</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18490"/>
		<updated>2009-05-13T23:43:54Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Thieves and trap avoidance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
&lt;br /&gt;
== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=39011</id>
		<title>40d:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=39011"/>
		<updated>2009-05-13T23:20:42Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Alligator|symbol=A|color={{COLOR:2:0:0}}|bones=9|fat=4|skin=Yes|skulls=1|chunks=9|meat=9|biome= * [[Temperate]] freshwater [[swamp]]&lt;br /&gt;
* Temperate freshwater [[marsh]]&lt;br /&gt;
* Temperate freshwater [[river]]&lt;br /&gt;
* Temperate brackishwater river&lt;br /&gt;
* [[Tropical]] freshwater swamp&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical freshwater river&lt;br /&gt;
* Tropical brackishwater river}}&lt;br /&gt;
&lt;br /&gt;
Unlike its more aggressive cousin, the [[Saltwater crocodile]], it is relatively harmless.{{verify}} Unless provoked or protecting its nest of babies. However, you may want to assign a dog (preferrably a wardog) to your valuable foragers and woodcutters if one appears on your map.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, a novice adventurer can usually kill one as long as they don't grab you. They are very effective wrestlers.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ALLIGATOR]&lt;br /&gt;
 	[NAME:alligator:alligators:alligator]&lt;br /&gt;
 	[TILE:'A'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:4]&lt;br /&gt;
 	[LARGE_PREDATOR]&lt;br /&gt;
 	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
 	[AMPHIBIOUS]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PETVALUE:650]&lt;br /&gt;
 	[GRASSTRAMPLE:20]&lt;br /&gt;
 	[CARNIVORE][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
 	[PREFSTRING:strength]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:9]&lt;br /&gt;
 	[MAXAGE:60:100]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:alligator hatchling:alligator hatchlings]&lt;br /&gt;
 	[FAT:4]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36704</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36704"/>
		<updated>2009-05-13T22:45:45Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|70}}|{{#expr: ({{rand2|10}}+60)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's catching on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
|&amp;lt;!--70--&amp;gt;&amp;quot;I swear to god once I say a dwarf who was labeled as being Stong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36703</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36703"/>
		<updated>2009-05-13T19:59:37Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|69}}|{{#expr: ({{rand2|10}}+59)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's catching on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=5003</id>
		<title>40d:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Carp&amp;diff=5003"/>
		<updated>2009-05-13T02:44:29Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{CreatureInfo|name=Carp|symbol=&amp;amp;#x03b1;|color=rgb(0, 128, 128)|bones=3|fat=1|skin=1|skulls=1|chunks=3|meat=3|biome= * [[Temperate]] freshwater river&lt;br /&gt;
* Temperate freshwater lake&lt;br /&gt;
* [[Tropical]] freshwater [[river]]&lt;br /&gt;
* Tropical freshwater lake}}&lt;br /&gt;
&lt;br /&gt;
:'' &amp;quot;I think I made fish too hardcore&amp;quot; ''--[[Toady One]]&lt;br /&gt;
&lt;br /&gt;
These little monsters are challenging [[elephant]]s for the post of [[King of beasts|King of Beasts]], not only because they can drag a fully grown [[dwarf]] into the [[water]] and nibble him to death, but also because they can stare at your [[fisherdwarf]] and send them staggering back into a [[cliff]]. To make things worse, [[Ambusher|hunters]] will unload their whole [[quiver]]s on them, oblivious to nearby [[animal]]s walking on land. Carp will however die after the first winter if you are lucky enough to have a map which freezes. Alternatively, try draining all the [[river]]s and lakes to air-drown the fish (but be wary not to water-drown your [[dwarves]] in the process).&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
The carp's status as a cold-blooded dwarf killer is no doubt due to the fact that [[Toady One]] simply used a default bite attack for the carp (as with most of the new beings in v0.27.169.33a).  The carp, half the size of a dwarf, has a bite attack which inflicts 1-6 damage points.  Compared to the strength of a dwarven punch (1-2 damage points), it is easy to see that it is simply an oversight and will be fixed some time in the future.&lt;br /&gt;
&lt;br /&gt;
The carp's propensity to attack [[creatures]] outside of its element and its ability to scare away dwarves it could never really reach is better classifiable as a bug. The same could be said about the hunters ability to target and attack them.&lt;br /&gt;
&lt;br /&gt;
Carp also used to gain attributes from skill increases. Previously, innate swimmers gained attributes as they gained swim skill. This has been changed, and innate swimmers no longer gain swimming skill (or stat increases).&lt;br /&gt;
&lt;br /&gt;
Additionally, dwarves who get attacked by carp tend to end up in the river, either from being pulled in, &amp;quot;dodging&amp;quot; into it, or trying to bull-rush the carp.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
If you are new to DF, then there is only one thing to do if you come across a river full of carp and you don't want your dwarves to die... Run. Run and never look back.&lt;br /&gt;
&lt;br /&gt;
Or if you are too tired to run after your looong journey you can use designations ({{k|d}}) then set [[traffic|traffic areas]] ({{k|o}}) to simply forbid your Dwarves going near the carp.  This works best on lakes and ponds with the nasty buggers in them.&lt;br /&gt;
&lt;br /&gt;
A further alternative would be to position your Marksdwarves nearby for some shooting practise. This, combined with the Traffic area solution, works eccedingly well in keeping your dwarves safe and controlling the problem, if not wiping out the Carp population altogether for the long-term safety of a Carp-infested map.&lt;br /&gt;
&lt;br /&gt;
Another option is to modify the raw files. Carp are in Dwarf Fortress\raw\objects\creature_large_riverlake. In here you can find their [[creature tokens|damage and attacks]] and modify them, so that they becoem weak or benign creatures, or if you feel like a cruel god, just delete them from existence altogether. Some players consider this to be [[cheating]], because even though killer carp were never really intended to exist as they do, the game is still playable and they can lead to lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Danger ==&lt;br /&gt;
&lt;br /&gt;
Just in case you don't believe us, here is a little hint:&lt;br /&gt;
&lt;br /&gt;
[[File:Carp.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_CARP]&lt;br /&gt;
	[NAME:carp:carp:carp]&lt;br /&gt;
	[TILE:224][COLOR:3:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:protruding mouths]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:carp fry:carp fry]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Карп]]&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37744</id>
		<title>40d Talk:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fortress_defense&amp;diff=37744"/>
		<updated>2009-05-13T01:54:18Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Planning for building destroyers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i ve seen discussions bout &amp;quot;moats/pits&amp;quot; here and there - why not simply use an empty channel? --[[User:Koltom|Koltom]] 11:07, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Style, mostly. Well, that and an empty channel isn't deadly to anyone falling into it (Which can happen on occasion in a big bunch of enemies.) For most things, though, an empty channel backed by a wall to prevent projectile fire is sufficient. --[[User:Erom|Erom]] 13:44, 6 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Non-lethality can be a good thing, in case your own dwarves fall in.  Just trap the exit(s), and it's still lethal to attackers.  Or, if you're really determined to make it lethal to everyone, just channel a huge pit too deep for anything to survive.  --[[User:Smartmo|Smartmo]] 00:11, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Planning for building destroyers ==&lt;br /&gt;
&lt;br /&gt;
So, apart from doors (and things like workshops) what can a building destroyer monster break through? Do I have to worry about a [[magma man]] breaking through the wall grate filter in my magma supply, or a [[troll]] busting through my arrow slits (= fortifications)? [[User:Anydwarf|Anydwarf]] 12:59, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen them destroy ballistas, statues and hatch covers.  They probably can destroy anything that can be built. --[[User:Bouchart|Bouchart]] 13:10, 15 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I got a [[bronze colossus]] to play with and did some testing. (They really do regenerate quickly!)&lt;br /&gt;
&lt;br /&gt;
Things destroyed:&lt;br /&gt;
*iron/steel/stone doors (gone)&lt;br /&gt;
*stone wall grate (gone)&lt;br /&gt;
*trade depot (deconstructed into rough stones)&lt;br /&gt;
*glass statues (deconstructed only, they were sitting next to where they were installed; game says &amp;quot;toppled&amp;quot;)&lt;br /&gt;
*vertical steel bars (deconstructed only; &amp;quot;toppled&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Things not destroyed:&lt;br /&gt;
*constructed or carved walls and fortifications (ignored)&lt;br /&gt;
*rope (for holding guard dogs; it walked right over)&lt;br /&gt;
*drawbridge (walked across; ignored while up)&lt;br /&gt;
&lt;br /&gt;
Science! [[User:Anydwarf|Anydwarf]] 12:04, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I was under the impression that a bronze colossus would destroy constructed walls/fortifications if they are the only way to get to dwarves. This is also claimed in the unpolished [[fortifications]] page. Is that true? --[[User:Aykavil|Aykavil]] 10:40, 4 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I am quite determined that this is not correct. I had a dragon siege my fortress, which made heavy use of constructed walls outside. It, like all megabeasts, has the [BUILDING_DESTROYER:2] tag. When I rose my drawbridge, it just sat around outside. While it couldn't reach the bridge which was protected by a small channel, my dwarves were farming in exterior fields just a wall (again, this is constructed, not natural) away. It sat there, totally still for two seasons until I sent out my marksdwarves to kill it. I think that back in the flat fortress days, megabeats could destroy constructions, or that seems to be the consensus of the wiki. They just don't anymore, any information that tells you they break walls is out of date. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:54, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armed Civilians ==&lt;br /&gt;
I tried the armed civilian stuff, but an unfortunate side effect is that hunters seem to sleep anywhere except in their beds. Also the forums suggest giving 'fake' woodcutting or mining jobs so that civilians carry pick-axes or battle-axes. This does not address the armor issue, though. --[[User:Aykavil|Aykavil]] 10:35, 4 July 2008 (EDT)&lt;br /&gt;
:I'd add that it's possible to be mistaken about having no wildlife to hunt!  Not all wildlife is present when you embark, there's some random appearances of things like macaques from the edge of the map.  It doesn't have to be MUCH wildlife to be disruptive to this plan, either.  Ever see 13 dwarves hunting one alligator, with maces?  Gah. --[[User:Corona688|Corona688]] 00:57, 21 December 2008 (EST)!&lt;br /&gt;
::It is true that wildlife constantly changes, but it is possible to have no ''huntable'' wildlife.  On a beach map, I had several roving schools of cod.  Nothing else.  Just lots and lots of cod.  I have tried to kill some of them, but so far I have gotten nothing but cod on that map.  It should be noted that these cod were way out in the middle of the ocean.--[[User:Zipdog|Zipdog]] 06:11, 19 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Use of User Names in Defense Designs==&lt;br /&gt;
May I suggest we not use them.  Sure, someone may have been the first one to propose it on the wiki, but that doesn't mean others haven't thought about it before (in the case of the trapped chained animal somewhere away from your fort, I know I've seen that on the forums before, and its identical to the 'Roach Motel' from [[Defense guide]]), and it doesn't mean that you're some kind of genius to have thought of it.  &lt;br /&gt;
&lt;br /&gt;
Its not like I haven't provided novel suggestions (including on this page), but it seems wrong to lay claim to them.  A lot of it has to do with understanding how the game works and the solutions proceed logically from that.  &lt;br /&gt;
&lt;br /&gt;
As such, I am removing usernames from the subsection titles.  I don't feel they're appropriate.  If people disagree, lets discuss it here, but the wiki is not about self-aggrandizement, its about providing information about what works and what doesn't.  Who first wrote about it on the wiki shouldn't be relevant. --[[User:Squirrelloid|Squirrelloid]] 17:54, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I wouldn't have put my name if others weren't already there for ages.  Nor did I ever think &amp;lt;em&amp;gt;any&amp;lt;/em&amp;gt; of the names were really laying claim to &amp;lt;em&amp;gt;inventing&amp;lt;/em&amp;gt; these things.  I don't give a damn if my name's there or not, and accusing me of self-aggrandizement is a little rude. --[[User:Corona688|Corona688]] 19:43, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Sidestepping the issue of accusations, I agree with Squirrelloid that names are best left off article pages.  It interferes with collaborative writing that is the core of the wiki model -- you can't freely rewrite what someone else has written if it says &amp;quot;I wrote and/or designed this&amp;quot;.--[[User:Maximus|Maximus]] 22:00, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I did not specifically call you out Corona nor did I speculate on any particular poster's motives.  I can see how you may have necessarily read my comment as implying such, however, and I apologize for that.  Peace? --[[User:Squirrelloid|Squirrelloid]] 05:37, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Further vote of agreement on [[User:Squirrelloid|Squirrelloid]]'s action. --[[User:N9103|Edward]] 00:36, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Even more agreement.  Barring outstanding complaint, we'll stick with this modified version. --[[User:LucienSadi|LucienSadi]] 06:39, 25 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Merging in other articles and defining what this page should be ==&lt;br /&gt;
Currently, there's this page, the [[defense guide]], and [[fortifications]] all doing approximately the same thing. What we need to do is better define what goes where, and what articles are actually necessary. I'd suggest merging most of the current articles into this one, and then taking all the specific defensive design strategies and putting them in a seperate page, similar to how [[bedroom designs]] is separate from [[bedroom]]. Thoughts? --[[User:Mikaka|Mikaka]] 00:11, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I noticed that too when I was working on &amp;quot;siege engines&amp;quot; - repeated redundant duplication over and over again.  I suggest (in line with your thoughts?) that this topic, &amp;quot;fortress defense&amp;quot;, should be more abstract and theoretical, and more specific topics and examples have their own page(s).  &amp;quot;Defense Designs&amp;quot; could be the equivalent of &amp;quot;bedroom design&amp;quot;, with specifics.  (Maybe a new category, &amp;quot;designs&amp;quot;?) The article starts well, with &amp;quot;fortification based&amp;quot; - but then never follows up with any other &amp;quot;X-, Y-, and Z-based&amp;quot; alternative approaches to that.  The last few topics on this page are what I think it should be - general approaches, theory, points to consider.  The examples of &amp;quot;reverse battlements&amp;quot; and the winding entryway are too specific, and with few alternative examples (or at least for an intro page like this). The graphics for the flooded entryway are not clear at all imo.&lt;br /&gt;
&lt;br /&gt;
:I think, on this page, something like these sections could be included, each short with a ''general'' discussion, perhaps with (at most) one simple example:&lt;br /&gt;
:: 1) Plan ahead:  Topography, natural barriers &amp;amp; dangers, growth, pro-con of walls vs trenches, ranges for weapons, etc.&lt;br /&gt;
:: 2) Weapons at your disposal - active vs passive, barriers, bridges, traps, melee troops, archers, siege weapons, guard dogs, water, magma, pits, &amp;amp; etc.&lt;br /&gt;
:: 3) Different threats - wild animals, thieves &amp;amp; snatchers, sieges, mega-beasts.  Also flying critters, magma critters, GCS.&lt;br /&gt;
:: 4) Defending... your entryway, your outdoor buildings/areas, your forest (or outdoor workers), your inner fortress (2nd line of defense), your troops.&lt;br /&gt;
:: 5) Philosophies - &amp;quot;hall of traps&amp;quot;, &amp;quot;crossbow death&amp;quot;, &amp;quot;go turtle until it passes&amp;quot;, &amp;quot;wall/channel your own private Idaho&amp;quot;, &amp;quot;Mano a mano!&amp;quot;, &amp;quot;kill zones&amp;quot;, &amp;quot;complex entry traps&amp;quot;, etc etc. (Names subject to change, natch)&lt;br /&gt;
&lt;br /&gt;
:''Then'', tied to each of those, links relevant to those ideas, with (hopefully) multiple and varying examples for each.&lt;br /&gt;
&lt;br /&gt;
:(Also, can we all agree to delete that chatty crap toward the very end? The trite Mayor and Trader exchange?) ;(   I'd be happy to rewrite it so it's actually informative on the topic.  --[[User:Albedo|Albedo]] 22:25, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::In general, I like this direction. It's very similar to the current [[defense guide]], though. If we are going to keep two separate pages, we need to better define what goes on what page. Personally, I think we could just merge the two together, and I don't really care which page is kept and which page becomes a redirect.&lt;br /&gt;
::We definitely need a page like Defense designs, but it should also have stuff like the armed civilian section and other tips, so I'm not sure the name Defensive designs is accurate. &lt;br /&gt;
::And yes, I'll get rid of that mayor/trader exchange. --[[User:Mikaka|Mikaka]] 01:16, 4 May 2009 (UTC)&lt;br /&gt;
::: Hadn't stumbled upon that Defense Guide before - what a morass.  That could use some paring down as well.  And I'd bet nothing links to it. Yes, these could be combined - one page for general advice and theory, one (or more) for examples practical, impractical, specific and obscure. --[[User:Albedo|Albedo]] 01:33, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48978</id>
		<title>User talk:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sensei&amp;diff=48978"/>
		<updated>2009-05-13T00:48:55Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. Put exactly one empty line between comments by different users but do not use blank lines inside of a comment. If your comment has no indents, use &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after each line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Welcome to the wiki. By the way, the quotes you attempted to add are not going to show up because you didn't follow directions. I didn't fix it for you, so you're welcome to come back and finish the job. [[User:VengefulDonut|VengefulDonut]] 21:32, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-Thanks for the heads up, it works now. I'm still not sure where the instructions you talked about are though; I had to figure out how the rand templates worked (and that i needed to sue them) for myself.&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36702</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36702"/>
		<updated>2009-05-13T00:44:06Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|69}}|{{#expr: ({{rand2|10}}+59)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's cathing on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36701</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36701"/>
		<updated>2009-05-12T04:52:13Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|66}}|{{#expr: ({{rand2|10}}+56)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;The critical question is this''':''' do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://tinyurl.com/6yruly Soup_alex]&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
|&amp;lt;!--39--&amp;gt;Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
|&amp;lt;!--40--&amp;gt;Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
|&amp;lt;!--41--&amp;gt;Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
|&amp;lt;!--42--&amp;gt;&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
|&amp;lt;!--43--&amp;gt;&amp;quot;Known bug #780:  Town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body.&amp;quot;&lt;br /&gt;
|&amp;lt;!--44--&amp;gt;&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
|&amp;lt;!--45--&amp;gt;Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
|&amp;lt;!--46--&amp;gt;Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
|&amp;lt;!--47--&amp;gt;Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
|&amp;lt;!--48--&amp;gt;Most vermin teleport, so nothing actually contains them. -[[User:Fuzzy|Fuzzy]]&lt;br /&gt;
|&amp;lt;!--49--&amp;gt;There are 5 articles in category Lore:  Armok, Cave Adaptation, Elephant, Philosopher, and Vomit.&lt;br /&gt;
|&amp;lt;!--50--&amp;gt;Fixed Bug #888:  There was an alligator drunk&lt;br /&gt;
|&amp;lt;!--51--&amp;gt;Fixed Bug #563:  Mayor ordered himself beaten for failing to make crystal glass&lt;br /&gt;
|&amp;lt;!--52--&amp;gt;If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
|&amp;lt;!--53--&amp;gt;''Belbezevost Närangagak Äkig:''&amp;lt;br&amp;gt;Goatsects the Raw Red Anus of Stretching&lt;br /&gt;
|&amp;lt;!--54--&amp;gt;Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
|&amp;lt;!--55--&amp;gt;&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
|&amp;lt;!--56--&amp;gt;'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
|&amp;lt;!--57--&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; the merchants won't leave because I killed their guys&amp;lt;br&amp;gt;[16:08] &amp;lt;[[User:Squeegy|Snowden]]&amp;gt; and I can't lock them in and drown them because there's shoes on the floodgate&lt;br /&gt;
|&amp;lt;!--58--&amp;gt;&amp;lt;BBB&amp;gt;Hm, the only dwarf who bothered helping my crippled mayor is my legendary bonecarver.&amp;lt;br&amp;gt;&amp;lt;BBB&amp;gt;Hm, fuck. He's not dragging him towards his bed.&amp;lt;br&amp;gt;&amp;lt;Nikov&amp;gt;&amp;quot;Oh, is that thing slowing you down? I could make you a nice walking stick out of it...&amp;quot;&lt;br /&gt;
|&amp;lt;!--59--&amp;gt;An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
|&amp;lt;!--60--&amp;gt;flying creatures give birth in midair, leading to tragedy&lt;br /&gt;
|&amp;lt;!--61--&amp;gt;&amp;quot;So I built this genius contraption, see? It uses the combined power of those 12 water-wheels, and those 6 windmills, and brings the water from BEHIND the wheels, all the way to the top of the mountain.&amp;quot; &amp;quot;Then what does it do?&amp;quot; &amp;quot;Nothing. Not until you pull this lever, see?&amp;quot; -The Creation of The Doomsday Lever&lt;br /&gt;
|&amp;lt;!--62--&amp;gt;&amp;quot;Dwarf Fortress: Screw mining for fish, we're fishing for rocks!&amp;quot; -Duke 2.0&lt;br /&gt;
|&amp;lt;!--63--&amp;gt;&amp;quot;Thanks to the central chamber being floodable, in the case of a siege, all I have to do is lure the gobbos in and throw the lever.  Then, my dwarves can keep going about their business, while the goblins are busy sorting themselves by density.&amp;quot; -Moddington&lt;br /&gt;
|&amp;lt;!--64--&amp;gt;&amp;quot;Bloodedrivers the new Beginnings&amp;lt;br&amp;gt;On the forums is a masterful rendition of an image of a human and a dwarf fortress wiki. The dwarf fortress wiki is being read by the human. The human '''has no goddamn clue what the hell is going on'''.&amp;quot; -Neruz's edit of uberubert post&lt;br /&gt;
|&amp;lt;!--65--&amp;gt;'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
|&amp;lt;!--66--&amp;gt;&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
|&amp;lt;!--67--&amp;gt;The mayor has sent me to the Foolish Boring the Swamps -again- to kill the crocodile that killed my last three characters- again. I think he's cathing on that I just want to level a character high enough to kill him.&lt;br /&gt;
|&amp;lt;!--68--&amp;gt;&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
|&amp;lt;!--69--&amp;gt;&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
}}&amp;lt;!--WARNING:EQUALS SIGNS BREAK THINGS&lt;br /&gt;
NOTICE: If you are editing this and you have not read the instructions on the talk page, your quote will probably not appear.--&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Humor and stories]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27764</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27764"/>
		<updated>2009-05-11T01:56:28Z</updated>

		<summary type="html">&lt;p&gt;Sensei: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your furnishings and workshops and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. Remember that your constructions (IE walls, staircase, floors etc) are still safe, since they're processed the same way natural terrain is for most situations.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30944</id>
		<title>40d Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Alcohol&amp;diff=30944"/>
		<updated>2009-05-10T05:58:00Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Booze Bombs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Booze Bombs ==&lt;br /&gt;
&lt;br /&gt;
What kind of damage do explosions do? I've searched the raw files but can't find it. I'd either have to guess it's concussive (like a cave in) or fire (not burn) damage. --[[User:Heliopios|Heliopios]] 09:22, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yeah, someone should probably put in a part talking about explosions in this article. Notably how to use them as weapons. I currently have no idea.--[[User:Smoking Gnu|Smoking Gnu]] 16:41, 5 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I tried some experiments with alcohol and magma, but the booze just evaporated instead of exploding. Then the fire imps came.--[[User:Smoking Gnu|Smoking Gnu]] 16:10, 16 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If this is true, explosions might be triggered only by fire and not temperature. Magma isn't actually on fire, it just has a tendency to ignite items whose ignition point is lower than the temperature of magma (i.e. most of 'em). If the booze boils first, it might not ignite. Though alcohol gas would create a pretty hefty explosion once you did have a spark... Great, now I have the urge to research how combustion actually works in the real world, given that certain materials might be heated to a temperature they'd burn at without igniting to oxidize. --[[User:Alfador|Alfador]] 13:33, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: I think I know how to make a booze bomb. You need a single tile full of magma, on a remote hatch. Directly under that is a set of floor bars, over an empty pit. The barrels are set up on the tiles around the bars. When you open the hatch, the magma drops, making a one-shot lava waterfall. This [[Magma#Similarities|creates magma mist]], which is [[Magma#Differences|known to burn things]]. I haven't tried this yet. Can anyone verify? --16:59, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:New line of thinking, as per the [[Talk:Fire]] page discussion about the cage trap disposal bug.  So, when you drop a caged goblin into magma, his equipment *sometimes* teleports to the location where he was originally caged (see aforementioned talk page).&lt;br /&gt;
:Thus theory - after caging a goblin in a suitable cage, set a booze stockpile right next to it.  Arrange a death drop into magma for the caged goblin.  when invaders come, pull lever, drop cage, hilarity ensues.&lt;br /&gt;
:No field test reports yet.  (Said fortress has other priorities... I know, how can i possibly have priorities other than blowing things up... try *make entire level into a giant magma lake*.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 23:09, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
At the expense of my dwarves, I have learned that as of 40d, &amp;quot;Boiling [Drink]s&amp;quot; appear when booze is burned. It is important to note that the label was purple like smoke, mist, miasma, and other dispersive effects. I would imagine that the only damage (and chance to set on fire) done is from the heat. It is probably very similar to the burning fat released by fire imps when butchered. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 05:58, 10 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is Cooked Booze still a drink? ==&lt;br /&gt;
&lt;br /&gt;
Does eating cooked booze still count as alcohol intake for happiness, work speed, etc.? It seems to quench thirst and hunger simultaneously. --[[User:HotSake|HotSake]] 20:15, 12 December 2007 (EST)&lt;br /&gt;
:If this is true, I'm cooking all of my booze right now.--[[User:Heliopios|Heliopios]] 21:11, 12 December 2007 (EST)&lt;br /&gt;
::I'm very interested in this as well.  I always thought cooking booze was sort of a 'bad' thing because then the dwarves would have nothing to drink. [[User:Sinoth|sinoth]] 09:31, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Keep a surplus of drinks on hand (about 10x as many drinks as you have dwarves, as I posted below).  However, don't hesitate to cook anything beyond that.  Since you get 5x as many meals out of ''plants-&amp;gt;booze-&amp;gt;cooked booze'' as you do out of just plants, more of your plant production can be reserved for brewing instead of eating.  Furthermore, big stacks of prepared meals are too big to fit in barrels (always make &amp;quot;lavish meals&amp;quot; for maximum stack size), and by brewing all your plants, you'll empty all your plant barrels, allowing you to store even more booze in them.&lt;br /&gt;
:::The availability of barrels is the biggest constraint on your food and booze production.--[[User:Maximus|Maximus]] 19:55, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Oh, um, no, cooked booze does not quench thirst.--[[User:Maximus|Maximus]] 20:10, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Fastest Growing Beer Crop? ==&lt;br /&gt;
&lt;br /&gt;
So, anyone know offhand what's the fastest crop to grow if you want to grow a LOT of alcohol really quickly?  I'm mostly interested in it for cooking, so it doesn't really have to match a dwarf's favorite beer or anything.  [[User:KiTA|KiTA]] 03:31, 28 December 2007 (EST)&lt;br /&gt;
:Plump helmets.--[[User:Heliopios|Heliopios]] 04:23, 28 December 2007 (EST)&lt;br /&gt;
:Actually, pig tails are just as fast, but yes, plump helmets are good too. It helps to grow 2 kinds though, so you can cook one kind and leave another for drinking. --[[User:Valdemar|Valdemar]] 10:20, 28 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==How much do I need? ==&lt;br /&gt;
Strange that this question isn't even mentioned sideways. How much will ''get me by'' vs ''make the stumpies happy''? [[User:GarrieIrons|GarrieIrons]] 08:32, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Where's the alcohol / food mod? ==&lt;br /&gt;
I think there should be a link to these mods at the bottom of this page, under 'see also', or something, I'm struggling to find them. --[[User:Markavian|Markavian]]&lt;br /&gt;
:that would go in the mods section, not the standard area of the wiki --[[User:Chariot|Chariot]] 15:36, 11 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17716</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17716"/>
		<updated>2009-05-08T02:32:23Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Targets of Work Order Violations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only solution i can propose is to remove the occupied cage or chain once the sentence is over. And while you're at it, why not try picking a new (happy) captian of the guard to see if it's not the result of your guard being crippled or retarded or something. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 02:25, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;br /&gt;
:To answer my own question: New offenders are added at the top of the list.  So it appears that, until I find a solution, the older offenders are all safe from punishment due to the injured dwarves before them.  --[[User:Sev|Sev]] 18:00, 2 September 2008 (EDT)&lt;br /&gt;
::The ones without sentence are the ones, whose sentences has already expired--[[User:Dorten|Dorten]] 04:39, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Metal Chains are breakable==&lt;br /&gt;
&lt;br /&gt;
[[Image:90f49e6c zincchainbroken.png|600px|thumb]]&lt;br /&gt;
I was under the impression that they were not breakable when the dwarf in question was tied to the chain.  This Furnace Operator, though, seems to think otherwise.  I think we should add a note about this. --[[User:ThunderClaw|ThunderClaw]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he's destroying the building as a result of the tantrum. &amp;quot;Not breakable&amp;quot; doesn't mean they're invincible like constructions, but that a dwarf [i]tied[/i] to one cannot escape.&lt;br /&gt;
&lt;br /&gt;
== Targets of Work Order Violations ==&lt;br /&gt;
&lt;br /&gt;
How the hell do the nobles decide who gets punished for a work order violation?&lt;br /&gt;
&lt;br /&gt;
I had one of my dwarves who was in the military since the beginning of time get punished for this, so it doesn't seem to be foistered on the dwarf most capable of completing the job or somesuch. Has anyone noticed a pattern or is it just totally random? [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 02:32, 8 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17715</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17715"/>
		<updated>2009-05-08T02:32:14Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Targets of Work Order Violations */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only solution i can propose is to remove the occupied cage or chain once the sentence is over. And while you're at it, why not try picking a new (happy) captian of the guard to see if it's not the result of your guard being crippled or retarded or something. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 02:25, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;br /&gt;
:To answer my own question: New offenders are added at the top of the list.  So it appears that, until I find a solution, the older offenders are all safe from punishment due to the injured dwarves before them.  --[[User:Sev|Sev]] 18:00, 2 September 2008 (EDT)&lt;br /&gt;
::The ones without sentence are the ones, whose sentences has already expired--[[User:Dorten|Dorten]] 04:39, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Metal Chains are breakable==&lt;br /&gt;
&lt;br /&gt;
[[Image:90f49e6c zincchainbroken.png|600px|thumb]]&lt;br /&gt;
I was under the impression that they were not breakable when the dwarf in question was tied to the chain.  This Furnace Operator, though, seems to think otherwise.  I think we should add a note about this. --[[User:ThunderClaw|ThunderClaw]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he's destroying the building as a result of the tantrum. &amp;quot;Not breakable&amp;quot; doesn't mean they're invincible like constructions, but that a dwarf [i]tied[/i] to one cannot escape.&lt;br /&gt;
&lt;br /&gt;
== Targets of Work Order Violations ==&lt;br /&gt;
&lt;br /&gt;
How the hell do the nobles decide who gets punished for a work order violation?&lt;br /&gt;
&lt;br /&gt;
I had one of my dwarves who was in the military since the beginning of time get punished for this, so it doesn't seem to be foistered on the dwarf most capable of completing the job or somesuch. Has anyone noticed a pattern or is it just totally random?&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17714</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17714"/>
		<updated>2009-05-08T02:26:29Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Metal Chains are breakable */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only solution i can propose is to remove the occupied cage or chain once the sentence is over. And while you're at it, why not try picking a new (happy) captian of the guard to see if it's not the result of your guard being crippled or retarded or something. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 02:25, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;br /&gt;
:To answer my own question: New offenders are added at the top of the list.  So it appears that, until I find a solution, the older offenders are all safe from punishment due to the injured dwarves before them.  --[[User:Sev|Sev]] 18:00, 2 September 2008 (EDT)&lt;br /&gt;
::The ones without sentence are the ones, whose sentences has already expired--[[User:Dorten|Dorten]] 04:39, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Metal Chains are breakable==&lt;br /&gt;
&lt;br /&gt;
[[Image:90f49e6c zincchainbroken.png|600px|thumb]]&lt;br /&gt;
I was under the impression that they were not breakable when the dwarf in question was tied to the chain.  This Furnace Operator, though, seems to think otherwise.  I think we should add a note about this. --[[User:ThunderClaw|ThunderClaw]] 16:17, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I think he's destroying the building as a result of the tantrum. &amp;quot;Not breakable&amp;quot; doesn't mean they're invincible like constructions, but that a dwarf [i]tied[/i] to one cannot escape.&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17713</id>
		<title>40d Talk:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Justice&amp;diff=17713"/>
		<updated>2009-05-08T02:25:17Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Eternal Prisoners? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A cage for every man, woman and child! ==&lt;br /&gt;
&lt;br /&gt;
One chain / restraint is needed for every 10 dwarves (but not parts thereof).&lt;br /&gt;
:I've not noticed such a rule in this version of DF. My Captain of the Guard(former sheriff) hasn't had a single unhappy thought about not having not enough restraints. Might it be, that in this version the thought is triggered, when all restraints are used up and the law enforcement doesn't have any place, where to put a criminal. [[User:Noctis|Noctis]] 01:43, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Unnecessary? ==&lt;br /&gt;
&lt;br /&gt;
Personally I never allocate the Sheriff or build a jail.  The only crimes in my fortress are violations of work orders, and I'm not going to let my hardworking crafters sit in jail because some noble had a hissyfit because we didn't build platinum chairs on a map with no platinum.  Now every time a work order expires, the noble gets an unhappy thought (so what, they live in a solid gold house), and the workers get ''happy thoughts'' for getting away with the &amp;quot;crime&amp;quot;.  [[User:Ripheus|Ripheus]] 18:43, 6 March 2008 (EST)&lt;br /&gt;
: I guess you should pray you never get a [[Hammerer]] turning up then. Or pray that any arriving Hammerer meets an unfortunate end, due to an entirely unforseeable series of bizarre accidents... -- [[User:Raumkraut|Raumkraut]] 13:46, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Actually, I've had a hammerer for years.  She never lifts a finger, just eats and wanders around.  I assume a jail must exist for the hammerer's justice jobs to be created, or something. [[User:Ripheus|Ripheus]] 20:34, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hm. I've been trying to ignore Justice, but my nobles keep going insane, with the only negative thought I can see being &amp;quot;angered that nobody could be punished&amp;quot;. This last time I hadn't even missed a mandate. They don't ''quite'' live in a solid gold house, but it's close. In my last fortress, after my third Duke arrived I started building chains; then I noticed dwarves were getting Hammered and dying for mandate failures. Which way is worse? Maybe I'll just set a low pop cap and not worry about nobles. [[User:Anydwarf|Anydwarf]] 19:49, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Possibly disregard. I spent a while narrowing down exactly when my latest noble was going insane, only to find out that it's [http://www.bay12games.com/dwarves/dev_bugs.html bug 777] and will be fixed in the next version. Now I just have to buy all the iron off the caravan. [[User:Anydwarf|Anydwarf]] 17:46, 19 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just a minor update to clarify a few things.  I'm still playing, and still have no jails, a full cadre of nobles, and a hammerer who does nothing.  Looking at the thoughts page for my nobles, they're definitely getting (multiple) unhappy thoughts from all the work orders I'm ignoring and the punishments I'm failing to deliver.  And sometimes they dip below ecstatic for this reason, briefly.  However, they then go and eat some masterwork food and sleep on their masterwork bed, and get happy thoughts for these events, so they're soon back up to ecstatic.  If you want to ignore justice, just make sure your nobles live in the lap of luxury, and it'll balance out.  [[User:Ripheus|Ripheus]] 12:31, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Eternal Prisoners? ==&lt;br /&gt;
&lt;br /&gt;
My Captain of the Guard never seems to release the prisoners, and they just starve to death or go mad in their cages. Is there any way to get them out? (Fun fact: Currently the lazy ass is responsible for more deaths than goblins, elves, mining accidents and humans put together) While I'm here, I have more than enough cages, but sometimes he just decides to beat the living daylights out of criminals instead of imprisoning them. There is a hammerer, but I've never seen her do anything but stuff her face and start parties. -[[User:Namako|Namako]] 14:44, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The only solution i can propose is to remove the occupied cage or chain once the sentence is over. And while you're at it, why not try picking a new (happy) captian of the guard to see if it's not the result of your guard being crippled or retarded or something. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 02:25, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Beating==&lt;br /&gt;
Article says: the sheriff or fortress guard attack the dwarf unarmed for a short time - this punishment is used instead of imprisonment if the jail is full. But in my experience they do it with whatever weapon they have equipped, not unarmed. I won't believe, that my absolutely unskilled captain, who was assigned this duty after a minor lower spine injury, and who didn't have any military skill higher than dabbling, has mandled both legs and a shoulder of a prisoner unarmed... He was wielding a sword. --[[User:Dorten|Dorten]] 00:55, 27 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Waiting on injured criminals?==&lt;br /&gt;
&lt;br /&gt;
My justice page lists thirty criminals, but only two have sentences listed -- one for hammerstrikes, one for imprisonment.  The two dwarves with listed sentences are both injured.  Are they holding up the whole justice process?  Those two dwarves have spinal injuries and will never recover; any way to get the system moving again? --[[User:Sev|Sev]] 15:07, 2 September 2008 (EDT)&lt;br /&gt;
:To answer my own question: New offenders are added at the top of the list.  So it appears that, until I find a solution, the older offenders are all safe from punishment due to the injured dwarves before them.  --[[User:Sev|Sev]] 18:00, 2 September 2008 (EDT)&lt;br /&gt;
::The ones without sentence are the ones, whose sentences has already expired--[[User:Dorten|Dorten]] 04:39, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Metal Chains are breakable==&lt;br /&gt;
&lt;br /&gt;
[[Image:90f49e6c zincchainbroken.png|600px|thumb]]&lt;br /&gt;
I was under the impression that they were not breakable when the dwarf in question was tied to the chain.  This Furnace Operator, though, seems to think otherwise.  I think we should add a note about this. --[[User:ThunderClaw|ThunderClaw]] 16:17, 7 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23601</id>
		<title>40d Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Construction&amp;diff=23601"/>
		<updated>2009-05-08T01:59:38Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Children Removing Constructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== contrast with features carved from native stone? ==&lt;br /&gt;
&lt;br /&gt;
How are constructions different from the walls and other features carved out from the designation menu?  Are they more vulnerable to being knocked over by trolls or tantruming axedwarves?&lt;br /&gt;
--[[User:Keturn|Keturn]] 00:30, 8 November 2007 (EST)&lt;br /&gt;
:They collapse into their base materials when they cave in. The method for removing them is disassembly (any dwarf can do this) instead of mining. I dont know about trolls and tantrums - instinct says no to that. [[User:VengefulDonut|VengefulDonut]] 00:40, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dwarven Stupidity ==&lt;br /&gt;
&lt;br /&gt;
How do i get my dwarfs to not stand ontop of the floor they are deconstructing? They always fall right after they remove a floor and I always have to build a floor directly below them so they dont injure themselfs. [[User:Diabl0658|Diabl0658]] 23:15, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Build a bridge on the area to &amp;quot;catch&amp;quot; them, or build a statue or floodgate on the floor so that they can't stand on it. They can still remove the floor while standing to the side. The statue or whatever will still fall, though. --[[User:Turgid Bolk|Turgid Bolk]] 02:29, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Building a tower ==&lt;br /&gt;
&lt;br /&gt;
I want to build a tower with a 3x3 floor on the top level for a siege engine.&lt;br /&gt;
&lt;br /&gt;
What I thought was:&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
#.#&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
###&amp;lt;&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
where # is a wall&lt;br /&gt;
. is a gap&lt;br /&gt;
&amp;lt; is a stair of the right direction to get from the lower to the upper level.&lt;br /&gt;
&lt;br /&gt;
What do I do about the . in the middle to be able to build there? &lt;br /&gt;
I know that when I build a wall I automatically get a floor, but how do I build a floor in mid-air?&lt;br /&gt;
&lt;br /&gt;
Thanks,[[User:GarrieIrons|GarrieIrons]] 00:16, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wall-created floors are on the next level up. Just build a floor above the gap and it'll be fine... In my executions of the catapult tower idea, the stairs are placed so that access is still possible during a siege. (i.e. underground access and a platform at least 3x5 (typically expanded to 3x7 to get 2 for one) so that the stairs can come between the walls and there still being room for the catapult.) That should help ya, even if it's not exactly what you're looking for. --[[User:N9103|Edward]] 08:45, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Removal behaviour ==&lt;br /&gt;
The only part of the construction removal behaviour I haven't verified is how previously engraved floors are handled. -- [[User:Raumkraut|Raumkraut]] 00:50, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Contrasting Costs ==&lt;br /&gt;
&lt;br /&gt;
Can someone include a blurb concerning the high contrast in costs between building floors and bridges?&lt;br /&gt;
&lt;br /&gt;
It really seems to be a bug at this point.&lt;br /&gt;
&lt;br /&gt;
--[[User:Stalinbulldog|Stalinbulldog]] 12:35, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, a bridge is only meant for dwarves and wagons to walk over, you can't build a wall or floor hanging on a bridge, you can't build rooms on your bridge. i've quite some experience in this because i like making above ground fortresses.&lt;br /&gt;
&lt;br /&gt;
~Scruga~&lt;br /&gt;
&lt;br /&gt;
== Children Removing Constructions ==&lt;br /&gt;
&lt;br /&gt;
My children keep trying to remove constructions, which is fine except for the fact that they take like eight times as long as a miner to do it. Is there any way to forbid them? [[User:Lymojo|Lymojo]] 18:29, 7 May 2009 (UTC)Lymojo&lt;br /&gt;
&lt;br /&gt;
I think it's hardcoded. I use Dwarf Manager to make my nobles work liek real dwarves, but I found that children have no jobs assigned, even though they do work. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:59, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Build Direction ==&lt;br /&gt;
&lt;br /&gt;
Can we put in a section about the direction from which dwarves will build constructions?&lt;br /&gt;
&lt;br /&gt;
The general rule seems as though they prefer working from the the square above or the square to the left when building walls, but I've seen them break this rule sometimes. There must be some logic to it, does anyone know?&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sensei&amp;diff=48875</id>
		<title>User:Sensei</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sensei&amp;diff=48875"/>
		<updated>2009-05-08T01:09:42Z</updated>

		<summary type="html">&lt;p&gt;Sensei: Created page with 'Da Orx Fortress Mod: Coming soon-ish ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Da Orx Fortress Mod: Coming soon-ish [[User:Sensei|Last seen somewhere in the Basic Jungle of Terror]] 01:09, 8 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19132</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19132"/>
		<updated>2009-05-08T01:07:08Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply.&lt;br /&gt;
&lt;br /&gt;
I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once. [[User:Sensei|Sensei]] 01:07, 8 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19131</id>
		<title>40d Talk:Road</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Road&amp;diff=19131"/>
		<updated>2009-05-08T01:06:28Z</updated>

		<summary type="html">&lt;p&gt;Sensei: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It isn't nessessary in 0.27 for a road to be built to get human wagons and in fact, it appears that even if you do, they don't use it sometimes.--[[User:Draco18s|Draco18s]] 10:50, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It looked like the human caravan moved faster on a road, but I'm not sure. Ill find out next summer season. --[[User:Soyweiser|Soyweiser]] 14:02, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== removing roads ==&lt;br /&gt;
&lt;br /&gt;
how do I remove a road... I didn't really get the difference btn a road and a floor for corridors and now I cannot put a door at the front of my fortress to lock the invaders out!&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 03:45, 3 January 2008 (EST)&lt;br /&gt;
:I worked it out... it is through the {{key|q}} menu [[User:GarrieIrons|GarrieIrons]] 04:17, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== using roads ==&lt;br /&gt;
&lt;br /&gt;
I've just built a road to help the traders yet they happily plow through the wilderness. Is there anyway to help speed them along and make them use the road. Perferably without having to build wall or channels to funnel them.&lt;br /&gt;
[[User:Yvain|Yvain]] 00:37, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Basically you have to set the traffic restrictions on the surrounding land. [[http://www.dwarffortresswiki.net/index.php/Traffic]] that link should help. [[User:Mission0|Mission0]] 15:50, 24 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== speed ==&lt;br /&gt;
&lt;br /&gt;
will roads speed up my dwarves? --[[User:Koltom|Koltom]] 09:52, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Roads and floor underneath ==&lt;br /&gt;
&lt;br /&gt;
It seems that buildin on varied floortile makes the game forget any special occurences. For example if main biome's architype is gabbro, and you have found nasty microcline vein that ruins your entire corridor, you can build road over the microcline and then remove it to transform the floor into gabbro. I did sone arbitual testing and I could show those testing results shoud anyone care. &lt;br /&gt;
--[[User:Athan|Athan]] 10:59, 28 March 2008 (EDT)&lt;br /&gt;
:It also forgets about smoothing ot that place (not the engravings, though). There was a similar problem with constructions, but Toady fixed it (at least dev log says so).--[[User:Dorten|Dorten]] 23:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Actual Benefit ==&lt;br /&gt;
&lt;br /&gt;
I had a wilderness or swamp or similar area... and i kept having my cleared path get overgrown with trees.  I paved it and I had no future problems with this.  Dunno if it still works, and i've not duplicated it to see if it matters.  In the mountainous regions, you smooth the boulders and there won't be future problems.  --[[User:Vaevictus|Vaevictus]] 16:13, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Amount of material needed ==&lt;br /&gt;
&lt;br /&gt;
What? I know that the formula for the 2D version was (height&amp;amp;times;width+1)/4, rounding up, for most materials, and (height&amp;amp;times;width+1)/2, rounding up, for metal. --[[User:Savok|Savok]] 14:28, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The ceiling of [(height x width + 1)/4] is the same as the floor of [(height x width)/4 + 1] so both formula result in the same answer, I didn't know about the first so when I tested it myself, I used the second. --[[User:Kyace|Kyace]] 18:09, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Oh. I should've actually checked out the math.&lt;br /&gt;
::I wonder whether metals still have a different formula and how that works... I suspect they don't. --[[User:Savok|Savok]] 00:02, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
It never occurred to me to try paving with metal, that's awesome. I've got a fortress with a legendary goblin bone front door and weapon traps filled exclusively with captured goblin weapons, now I'm going to pave the way leading up to it with iron from melted-down goblin armor. It's a pity that I can't install goblin skull totems along the sides of the road too, if I put them out there they'll probably just get stolen. :) [[User:Bryan Derksen|Bryan Derksen]] 00:19, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Take care.  I had a sweet brass road melted by a dragon back in the flat fortress days.  [[User:Rylen|Rylen]] 09:37, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There's always more goblins coming to deliver more iron to my smelters. Besides, iron is magma-proof, so I'd hope it'd be dragon-breath-proof as well. As long as there are no rust monsters lurking about out there... [[User:Bryan Derksen|Bryan Derksen]] 12:01, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Smooth road? ==&lt;br /&gt;
&lt;br /&gt;
I'm having a moment here... how does one generate the smooth stone road? The only two options are dirt or paved that I see, and trying to designate smoothing doesn't seem to be working. Or is it automatically smooth if you use the right materials? -[[User:Fuzzy|Fuzzy]] 01:02, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Use blocks instead of stone. --[[User:Sev|Sev]] 04:09, 21 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
&lt;br /&gt;
Can trolls destroy roads? Will lava destroy roads? I'm trying to build something to cover up my rivers so that my lava defense doesn't cripple my water supply.&lt;br /&gt;
&lt;br /&gt;
I know for sure that dragons can destroy roads. It was a bitch because even a little flame would remove the entire road section at once.&lt;/div&gt;</summary>
		<author><name>Sensei</name></author>
	</entry>
</feed>