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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sergius</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sergius"/>
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	<updated>2026-05-09T04:56:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hauling&amp;diff=172693</id>
		<title>v0.34 Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hauling&amp;diff=172693"/>
		<updated>2012-06-04T13:59:38Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This bit:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What I've noticed is that dwarves will harvest the item and let it rot on top of the farm, but not actually haul it to a stockpile if the Food Hauling job isn't enabled. [[User:Sergius|Sergius]] 13:59, 4 June 2012 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hauling&amp;diff=172692</id>
		<title>v0.34 Talk:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Hauling&amp;diff=172692"/>
		<updated>2012-06-04T13:59:24Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Created page with &amp;quot;This bit:  &amp;quot;If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&amp;quot;  What I've noticed ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This bit:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What I've noticed is that dwarves will harvest the item and let it rot on top of the farm, but not actually haul it to a stockpile if the Food Hauling job isn't enabled.&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chief_medical_dwarf&amp;diff=127220</id>
		<title>v0.31 Talk:Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chief_medical_dwarf&amp;diff=127220"/>
		<updated>2010-09-07T16:15:42Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Relevant Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started out with a dwarf 4x Novice and 1x Adequate in the 5 medic skills. After 3 years of little to not using them, this is left: 3xdabbling 1x novice. This is supposed to apply to all skills and makes sense. It questions however if it useful at all to embark with medic skills. 3 of the skills I could actually replace with immigrants who had higher skills anyway. --[[User:Birthright|Birthright]] 00:50, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
If you check relevant skills when setting your chief medical dwarf it's only diagnosis, does this mean this noble is ONLY in charge of diagnosing? can someone verify what this noble does?&lt;br /&gt;
:He orders your medical dwarves to perform diagnosis/surgery/suturing/etc. His function is similar to that of an arsenal dwarf in that none of your medics will do anything without his say so. Im not sure if he is the only one who can perform diagnosis. I embarked on my current fort with a chief medical dwarf with +2 in all medical proffesions, and he seems to do a pretty good job at patching up dwarves, except for surgery wich is bugged.&lt;br /&gt;
::Other dwarves with the Diagnose labor enabled can diagnose successfully.  I usually have several dwarves with diagnosis enabled, and as my Chief Medical Dwarf also has the other doctoring labors enabled, the Chief is rarely the one actually doing the diagnosis and instead is typically performing treatment on someone.  I've actually been kinda curious where the &amp;quot;only the chief medical dwarf can diagnose&amp;quot; idea came from, as it's all over the healthcare page and the forums, but completely counter to my own experience. --&lt;br /&gt;
:::I can confirm other dwarves can diagnose. The chief medical dwarf however gives more detailed health screen information if his skill is higher. A novice will tell you who has broken tissue or is starving/dehydrated, for instance, but one with a higher skill level will even tell you if a dwarf is feeling peckish (chef medical dwarf?). [[User:Sergius|Sergius]] 16:15, 7 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chief_medical_dwarf&amp;diff=127219</id>
		<title>v0.31 Talk:Chief medical dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Chief_medical_dwarf&amp;diff=127219"/>
		<updated>2010-09-07T16:15:30Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Relevant Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started out with a dwarf 4x Novice and 1x Adequate in the 5 medic skills. After 3 years of little to not using them, this is left: 3xdabbling 1x novice. This is supposed to apply to all skills and makes sense. It questions however if it useful at all to embark with medic skills. 3 of the skills I could actually replace with immigrants who had higher skills anyway. --[[User:Birthright|Birthright]] 00:50, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
If you check relevant skills when setting your chief medical dwarf it's only diagnosis, does this mean this noble is ONLY in charge of diagnosing? can someone verify what this noble does?&lt;br /&gt;
:He orders your medical dwarves to perform diagnosis/surgery/suturing/etc. His function is similar to that of an arsenal dwarf in that none of your medics will do anything without his say so. Im not sure if he is the only one who can perform diagnosis. I embarked on my current fort with a chief medical dwarf with +2 in all medical proffesions, and he seems to do a pretty good job at patching up dwarves, except for surgery wich is bugged.&lt;br /&gt;
::Other dwarves with the Diagnose labor enabled can diagnose successfully.  I usually have several dwarves with diagnosis enabled, and as my Chief Medical Dwarf also has the other doctoring labors enabled, the Chief is rarely the one actually doing the diagnosis and instead is typically performing treatment on someone.  I've actually been kinda curious where the &amp;quot;only the chief medical dwarf can diagnose&amp;quot; idea came from, as it's all over the healthcare page and the forums, but completely counter to my own experience. --&lt;br /&gt;
:::I can confirm other dwarves can diagnose. The chief medical dwarf however gives more detailed health screen information if his skill is higher. A novice will tell you who has broken tissue or is starving/dehydrated, for instance, but one with a higher skill level will even tell you if a dwarf is feeling peckish (chef medical dwarf?).&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=127217</id>
		<title>v0.31 Talk:Captain of the guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captain_of_the_guard&amp;diff=127217"/>
		<updated>2010-09-07T16:09:29Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Captain of the Guard/guard =&lt;br /&gt;
Any reason guard isn't capitalized?&lt;br /&gt;
Would it bother anyone if it was moved, if yes then explain why in no less than 50 words, thanks [[User:Numeral|Numeral]] 06:19, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I vote we move it. It's the way it's linked in the template, for crying out loud! Also, a bunch of the other Nobles follow nonstandard capitalization, so either way something needs to change. --[[User:SenorPwnage|Señor Pwnage]] 04:34, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Massacre at The Low Towers==&lt;br /&gt;
When appointed, the sheriff, who was a woodcutter, immediately began laying about him with an axe, killing most of my key dwarves. Their crimes? Export violation. Would having a jail have solved this? In any case, I'm promoting a weaponless, non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 11:52, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:A jail does solve this, though I did make it a non-combat dwarf next time. --[[User:Zombiejustice|Zombiejustice]] 15:11, 18 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Jails however are annoying (not to mention somewhat broken... either you use a cage and have the dwarf starve to death, or make a chain and have all other kinds of fun, like the chained dwarf having a baby RIGHT outside the range of the chain and spam you with baby pickup messages all day). Easier to appoint a sheriff/captain and give him a wooden training weapon and watch him lightly tap evildoers, making everyone happy. [[User:Sergius|Sergius]] 16:09, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possible bug ==&lt;br /&gt;
My old Sheriff was kicked out of his post when I reached 50 dwarves. Now he doesn't show up in the replace screen. A bug, I'd assume? [[User:Aussiemon|Aussiemon]] 06:32, 22 August 2010 (UTC)&lt;br /&gt;
::It would seem that you can't be Captain of the Guard and Militia Commander at the same time (at least in my fort); nevermind. [[User:Aussiemon|Aussiemon]] 06:32, 22 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122737</id>
		<title>v0.31 Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122737"/>
		<updated>2010-07-28T02:33:18Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Waterskins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Waterskins ==&lt;br /&gt;
In the waterskin section it is said that they will be only filled with water. Contrary to that in version 31.11 my military fills their waterskins with all kinds of booze.&lt;br /&gt;
--[[Special:Contributions/92.76.109.120|92.76.109.120]] 09:17, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is correct, I have deleted the offending line. Also, do soldiers even pick up flasks? [[User:Sergius|Sergius]]&lt;br /&gt;
&lt;br /&gt;
== Reorganized == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that flasks, backpacks, picks, and waterskins redirect here. Most of the old articles were empty redirects. I verified most of the old 40d entries and consolidated them on this page due to the small number of assignable equipment that actually exists in DF. I did not include buckets since they are not really &amp;quot;assignable&amp;quot; although they are required to perform a function. --[[User:Falldog|Falldog]] 09:06, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
&lt;br /&gt;
I’ve created an uniform with sock and steel high boot (and the sock is above, so I assume it should be picked up first). However my dwarf does not use sock. In Pri/Assignments the sock is after the high boot (this is probably the reason). Is that a bug?&lt;br /&gt;
&lt;br /&gt;
== Fixing Equipment Duplicates ==&lt;br /&gt;
&lt;br /&gt;
I may have found a simple workaround that deletes duplicated pieces of equipment - no need to reform the entire military.&lt;br /&gt;
If you check (m)military - (e)equip - (P)Pri/Assignments you see every individual piece of equipment assigned to each squad position - here you can actually see the multiples of equipment that have been assigned. Unfortunately you can't delete them from this screen. You have to specifically assign the duplicated equipment on the (e) equip screen, before deleting it. This will remove the assignment from the Pri/Assignments page, and the duplicate should get dropped.&lt;br /&gt;
In summary:&lt;br /&gt;
  - Identify the duplicate equipment on the Pri/Assignments page (via the military/equip menu).&lt;br /&gt;
  - On the equip menu, assign the duplicated item to the dwarf &amp;quot;specifically&amp;quot;, by finding the correct item in the list.&lt;br /&gt;
  - Delete the assignment you just made.&lt;br /&gt;
  - The duplicate should now disappear from the dwarf's equipment complement on the Pri/Assignments page, and the item is dropped.&lt;br /&gt;
[[Special:Contributions/82.41.13.58|82.41.13.58]] 21:12, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quivers are an extra ammo stacK? ==&lt;br /&gt;
&lt;br /&gt;
I thought in DF2010 that dwarves would no longer carry a stack of ammo in their off-hand, and a quiver was an absolute requirement for a crossbow to be anything more than a clumsy club.  Can anyone confirm this? --[[User:Krenn|Krenn]] 20:17, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122735</id>
		<title>v0.31 Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122735"/>
		<updated>2010-07-28T02:33:03Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Waterskins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Waterskins ==&lt;br /&gt;
In the waterskin section it is said that they will be only filled with water. Contrary to that in version 31.11 my military fills their waterskins with all kinds of booze.&lt;br /&gt;
--[[Special:Contributions/92.76.109.120|92.76.109.120]] 09:17, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is correct, I have deleted the offending line. Also, do soldiers even pick up flasks? [[User:Sergius|Sergius]]→&lt;br /&gt;
&lt;br /&gt;
== Reorganized == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that flasks, backpacks, picks, and waterskins redirect here. Most of the old articles were empty redirects. I verified most of the old 40d entries and consolidated them on this page due to the small number of assignable equipment that actually exists in DF. I did not include buckets since they are not really &amp;quot;assignable&amp;quot; although they are required to perform a function. --[[User:Falldog|Falldog]] 09:06, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
&lt;br /&gt;
I’ve created an uniform with sock and steel high boot (and the sock is above, so I assume it should be picked up first). However my dwarf does not use sock. In Pri/Assignments the sock is after the high boot (this is probably the reason). Is that a bug?&lt;br /&gt;
&lt;br /&gt;
== Fixing Equipment Duplicates ==&lt;br /&gt;
&lt;br /&gt;
I may have found a simple workaround that deletes duplicated pieces of equipment - no need to reform the entire military.&lt;br /&gt;
If you check (m)military - (e)equip - (P)Pri/Assignments you see every individual piece of equipment assigned to each squad position - here you can actually see the multiples of equipment that have been assigned. Unfortunately you can't delete them from this screen. You have to specifically assign the duplicated equipment on the (e) equip screen, before deleting it. This will remove the assignment from the Pri/Assignments page, and the duplicate should get dropped.&lt;br /&gt;
In summary:&lt;br /&gt;
  - Identify the duplicate equipment on the Pri/Assignments page (via the military/equip menu).&lt;br /&gt;
  - On the equip menu, assign the duplicated item to the dwarf &amp;quot;specifically&amp;quot;, by finding the correct item in the list.&lt;br /&gt;
  - Delete the assignment you just made.&lt;br /&gt;
  - The duplicate should now disappear from the dwarf's equipment complement on the Pri/Assignments page, and the item is dropped.&lt;br /&gt;
[[Special:Contributions/82.41.13.58|82.41.13.58]] 21:12, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quivers are an extra ammo stacK? ==&lt;br /&gt;
&lt;br /&gt;
I thought in DF2010 that dwarves would no longer carry a stack of ammo in their off-hand, and a quiver was an absolute requirement for a crossbow to be anything more than a clumsy club.  Can anyone confirm this? --[[User:Krenn|Krenn]] 20:17, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122734</id>
		<title>v0.31 Talk:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Equipment&amp;diff=122734"/>
		<updated>2010-07-28T02:32:53Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Waterskins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Waterskins ==&lt;br /&gt;
In the waterskin section it is said that they will be only filled with water. Contrary to that in version 31.11 my military fills their waterskins with all kinds of booze.&lt;br /&gt;
--[[Special:Contributions/92.76.109.120|92.76.109.120]] 09:17, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This is correct, I have deleted the offending line. Also, do soldiers even pick up flasks?&lt;br /&gt;
&lt;br /&gt;
== Reorganized == &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please note that flasks, backpacks, picks, and waterskins redirect here. Most of the old articles were empty redirects. I verified most of the old 40d entries and consolidated them on this page due to the small number of assignable equipment that actually exists in DF. I did not include buckets since they are not really &amp;quot;assignable&amp;quot; although they are required to perform a function. --[[User:Falldog|Falldog]] 09:06, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Layering ==&lt;br /&gt;
&lt;br /&gt;
I’ve created an uniform with sock and steel high boot (and the sock is above, so I assume it should be picked up first). However my dwarf does not use sock. In Pri/Assignments the sock is after the high boot (this is probably the reason). Is that a bug?&lt;br /&gt;
&lt;br /&gt;
== Fixing Equipment Duplicates ==&lt;br /&gt;
&lt;br /&gt;
I may have found a simple workaround that deletes duplicated pieces of equipment - no need to reform the entire military.&lt;br /&gt;
If you check (m)military - (e)equip - (P)Pri/Assignments you see every individual piece of equipment assigned to each squad position - here you can actually see the multiples of equipment that have been assigned. Unfortunately you can't delete them from this screen. You have to specifically assign the duplicated equipment on the (e) equip screen, before deleting it. This will remove the assignment from the Pri/Assignments page, and the duplicate should get dropped.&lt;br /&gt;
In summary:&lt;br /&gt;
  - Identify the duplicate equipment on the Pri/Assignments page (via the military/equip menu).&lt;br /&gt;
  - On the equip menu, assign the duplicated item to the dwarf &amp;quot;specifically&amp;quot;, by finding the correct item in the list.&lt;br /&gt;
  - Delete the assignment you just made.&lt;br /&gt;
  - The duplicate should now disappear from the dwarf's equipment complement on the Pri/Assignments page, and the item is dropped.&lt;br /&gt;
[[Special:Contributions/82.41.13.58|82.41.13.58]] 21:12, 2 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quivers are an extra ammo stacK? ==&lt;br /&gt;
&lt;br /&gt;
I thought in DF2010 that dwarves would no longer carry a stack of ammo in their off-hand, and a quiver was an absolute requirement for a crossbow to be anything more than a clumsy club.  Can anyone confirm this? --[[User:Krenn|Krenn]] 20:17, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=122731</id>
		<title>v0.31:Equipment</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Equipment&amp;diff=122731"/>
		<updated>2010-07-28T02:31:47Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
You can currently read about this topic on the  '''{{L|Squads#Equipping_Soldiers|Squads Page}}'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Outside of armour, clothing and weapons, there are only five equippable or otherwise usable items in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
* Picks allow your dwarves to mine.&lt;br /&gt;
* Waterskins allow your dwarves to carry water.&lt;br /&gt;
* Flasks also allow your dwarves to carry alcohol and water.&lt;br /&gt;
* Backpacks allow your dwarves to carry rations.&lt;br /&gt;
* Quivers allow your dwarves to carry additional ammunition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Picks==&lt;br /&gt;
A pick is a digging implement that can be forged from most common metals like copper and iron.  It is required by {{l|miner}}s to dig through the earth, carve staircases and everything else related to the removal of rock and soil tiles.  You will need to supply picks on embark as miners won't bring their own.  The material used when making a pick doesn't have any effect on its speed at digging through rock, that depends on the user's {{l|Mining}} skill level.  &lt;br /&gt;
&lt;br /&gt;
Picks can be used as crude weapons in a pinch, though. They seem to inflict piercing damage and gain damage bonuses by the user's Mining skill level.&lt;br /&gt;
&lt;br /&gt;
==Waterskins==&lt;br /&gt;
&lt;br /&gt;
Waterskins are made at a Leather works from any form of leather. 3 waterskins are produced for every 1 piece of leather used, much like goblets. So don't make the mistake of ordering the production of 15 waterskins for your military or you'll end up with 45 of them in total. Soldiers can be ordered to carry water using their waterskins from their specific squad menu. This is useful because they will not have to leave their post to get a drink for an extended period of time. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but doesn't quench thirst or melt from this action. &lt;br /&gt;
&lt;br /&gt;
Waterskins are stored in Finished Goods stockpiles as flasks.&lt;br /&gt;
&lt;br /&gt;
==Flasks==&lt;br /&gt;
A flask, similar in nature to a waterskin, is a container used by your dwarves to carry alcohol or water while on hunting or military duty. Flasks are made from metal at a Metalsmith's Forge by a dwarf with the metalcrafting labor enabled. &lt;br /&gt;
&lt;br /&gt;
One bar of metal produces 3 flasks. &lt;br /&gt;
&lt;br /&gt;
They are more valuable than waterskins and, with the abundance of ore, may be more easily produced in some situations. Dwarves prefer to drink alcohol over water, even while on duty, and receive a happy thought for doing so. This can help keep military dwarves happier, so that bad thoughts from long patrols are less of a factor. Another bonus is that alcohol does not freeze in cold environments, so that dwarves may consume drink outside even in freezing biomes.&lt;br /&gt;
&lt;br /&gt;
Flasks can carry a maximum of 3 units of alcohol.&lt;br /&gt;
&lt;br /&gt;
==Quivers==&lt;br /&gt;
&lt;br /&gt;
A Quiver is an item used to store bolts or arrows. It is worn on the body, like a backpack. &lt;br /&gt;
&lt;br /&gt;
Dwarves require a quiver to hold their {{L|ammo}} whenever engaging in any kind of shooting.  Therefore, you'll need at least one quiver for each {{L|hunter}} and each crossbowdwarf in your military.&lt;br /&gt;
&lt;br /&gt;
Quivers are made of leather at a {{L|leatherworks}}.  Invaders, merchants, and migrants often have silk and cloth quivers, even though you can't make them yourself. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, a quiver can hold any number of arrows and bolts.&lt;br /&gt;
&lt;br /&gt;
==Backpacks==&lt;br /&gt;
In {{L|fortress mode}}, {{L|soldier}}s who are ordered to carry food (from the military menu) will equip a backpack to carry the rations in it, which saves them from going to a {{L|food}} {{L|stockpile}} whenever they are hungry. This does not mean that they will eat or drink while on duty, it only means that they will save time on their breaks. To prevent extreme hunger and thirst while dwarves are on an active schedule, you must lower the amount of soldiers required for a scheduled task, so that soldiers can be free to eat and drink.&lt;br /&gt;
&lt;br /&gt;
Backpacks can be sewn from leather at the {{L|leatherworks}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, a backpack is required if you want to carry more than you can hold in your hands.{{verify}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=118948</id>
		<title>v0.31:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Appraiser&amp;diff=118948"/>
		<updated>2010-06-18T03:19:29Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:13, 9 June 2010 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 5:0&lt;br /&gt;
| skill      = Appraiser&lt;br /&gt;
| specialty  = {{L|Trader}}&lt;br /&gt;
| profession = {{L|Administrator}}&lt;br /&gt;
| job name   = Admin/Noble&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Value all items&lt;br /&gt;
* Trade at Depot&lt;br /&gt;
| workshop = {{L|Trade depot}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''Appraiser''' skill relates to {{L|trading}} and item {{L|value}} estimation. It is gained by trading, but has no associated assignable {{L|labor}}. Note that the skill will increase the first time the trading screen is opened for each caravan visit - a good way to train another dwarf is to assign him as broker, make him go to the trade depot and (T)rade, exit and assign the &amp;quot;main&amp;quot; broker again and make him do the actual trading.&lt;br /&gt;
&lt;br /&gt;
In order to have access to the monetary fortress value estimates in the {{k|z}}-{{L|status}} menu, as well as individual item values, a dwarf with the Appraiser skill must be appointed as broker in the {{L|nobles screen}}. (Note that this is not necessary for the display of item {{L|quality}} - the indicators near the item names - which will always appear.)&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Noble Skills}}&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=64595</id>
		<title>40d Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=64595"/>
		<updated>2010-03-04T18:30:47Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Pairs of Objects */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Melting efficency==&lt;br /&gt;
How material efficient is melting things down? [[User:Risim|Risim]] 23:54, 25 January 2008 (EST)&lt;br /&gt;
:It's not lossless, that's for sure. I could be quite wrong, but something makes me want to say it's around 3:1, based on bars required to create the items. I think overages are lost, but that's just a casual observation. It's really the only way to get certain metals in larger quantities though, assuming importing the bars or ore alone aren't good enough for your means. (Most commonly run into when trying to get certain metals from the mountainhomes before you're ready to bring in humans) --[[User:N9103|Edward]] 06:32, 26 January 2008 (EST)&lt;br /&gt;
:: Does smelting need coal?--[[User:Koltom|Koltom]] 23:53, 29 February 2008 (EST)&lt;br /&gt;
:::It needs fuel. So coal or magma. --[[User:Ikkonoishi|Ikkonoishi]] 00:25, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, i got a bar of steel from melting a steel piccolo and a steel toy axe(2 items), however the piccolo was of &amp;quot;*&amp;quot; quality, not sure if the quality affects melting or not, so mentioning it just to be on the safe side.&lt;br /&gt;
&lt;br /&gt;
==Equipping melt-designated items==&lt;br /&gt;
Does designating an item to melt make it forbidden? (for equipping) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sphexx|Sphexx]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. Also, no, it doesn't. --[[User:GreyMario|GreyMario]] 22:43, 11 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Melting items and mandates==&lt;br /&gt;
&lt;br /&gt;
I had a noble who had a mandate for two bronze goods.  I melted down some bronze things and made a bronze bar from it.  But that didn't seem to satisfy the mandate; he still wanted 2 bronze goods.  Making bronze bars normally satisfies the mandates though.  Can anyone else verify that making bars by melting things wont satisfy a mandate? --[[User:Bouchart|Bouchart]] 23:27, 23 April 2008 (EDT)&lt;br /&gt;
:You'll get no verify from me as I've never melted anything down. However, I will suggest making goblets when you have a metal mandate. --[[User:GreyMario|GreyMario]] 00:00, 24 April 2008 (EDT)&lt;br /&gt;
Agreed, as far as I know, you'll need to make something OUT of bronze not just make bronze bars to satisfy him... that or kill the bastard --[[User:Loganis|Loganis]] 00:47, 17 July 2009 (UTC)&lt;br /&gt;
::That´s right. You´ll have to make items out of bronce bars, not bronze bars themselves (even this seems to be part of fullfilling the mandate). --[[User:Kami|Kami]] 10:02, 17 July 2009 (UTC)&lt;br /&gt;
:::actually, not exactly.&lt;br /&gt;
::: *''melting'' does not count.&lt;br /&gt;
::: *''[[smelting]]'' of ore into bars does count&lt;br /&gt;
::: *making items out of melt bars (of course) does count too --[[User:Höhlenschreck|Höhlenschreck]] 11:04, 17 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Merge with [[smelting]]?===&lt;br /&gt;
&lt;br /&gt;
would be senseful, or? --[[User:Catpaw|Catpaw]] 05:32, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Can't find melt object?==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I've got an armor stockpile full of narrow and large iron armor pieces, all marked for melting.  Every time I try to Melt a Metal Object though, I get &amp;quot;Kib Duradtirist cancels Melt a Metal Object: Needs melt-designated item.&amp;quot;  The stockpile is inside and accessible (he's been pulling pieces from it already, and has already melted about a dozen), and I've tried unselecting and reselected the melt-able objects through the stock screen, clicking on them individually, and choosing them en masse; all to no avail.  Anyone have any insight or suggestions?&amp;lt;/s&amp;gt; I didn't realize that 'dwarves stay indoors' meant 'dwarves stay underground.' --[[User:Torasin|Torasin]] 23:34, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Which is it?==&lt;br /&gt;
&lt;br /&gt;
[[Melt item|This article]] says battle axes and picks are the best for training a weaponsmith, while the [[Weaponsmith]] article says trap components are better.  Anyone?--[[User:Kwieland|Kwieland]] 19:48, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Following the argument of recovery = itemSize/10, the mentioned trap weapons are better, as their size is 5 and that of of picks and battle axes is 4. --[[User:Nahno|Nahno]] 21:59, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I said that in the forums, too, and that would be my bad - I forgot to check &amp;quot;trap weapons&amp;quot;. Going by the RAW's, that's true ONLY if a trap weapon takes 1 metal to forge - and I don't make trap weapons. If only 1 bar is used, then those have a better return, yes, and those should be changed (and bar use made clear in trap weapon articles).--[[User:Albedo|Albedo]] 23:07, 19 May 2009 (UTC)&lt;br /&gt;
:::Only a singe bar.  Yup. Definetely trap components. Changing now.--[[User:Zchris13|Zchris13]] 23:25, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cow cage ==&lt;br /&gt;
what happens to an animal when you melt a cage? --[[User:Confused|Confused]] 20:02, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
If it's an iron cage with a pig in it you could get pig iron. [[User:Strant|Strant]] 15:28, 6 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Coins ==&lt;br /&gt;
Continually minting coins and then melting them seems to result in no metal being lost. Could somebody verify? [[User:Promothema|Promothema]] 21:06, 10 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting Different Metals ==&lt;br /&gt;
&lt;br /&gt;
If a smelter stores all of the data of how much of a bar that is smelt there, does it keep different data of different metals? Destroy the building and that data is lost I'm guessing.--[[User:Seaneat|Seaneat]] 00:18, 17 July 2009 (UTC)&lt;br /&gt;
:Correct on both counts, as the article (now) states.--[[User:Albedo|Albedo]] 23:44, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Melting bolts/arrows ==&lt;br /&gt;
&lt;br /&gt;
The question of melting individual bolts was raised, and the test seemed trivial, so when I found myself on a map with harpies and a courtyard full of individual bolts... here are the results of 5 melting runs:&lt;br /&gt;
: 10 stacks of 1 individual bolt = 1 bar &lt;br /&gt;
: Stack of 12 + 8 individuals = 1 bar &lt;br /&gt;
: Stack of 18 + 8 individuals = 1 bar &lt;br /&gt;
: Stacks of (in order) 17+15+6+8+9+12+7 = 1 bar&lt;br /&gt;
: Stacks of 38 + 36 (war prizes) + 1 + 1 = 1 bar &lt;br /&gt;
:(All runs were monitored to verify no bar was created early.)&amp;lt;br /&amp;gt;&lt;br /&gt;
The (imo obvious) conclusion is that a &amp;quot;stack&amp;quot; melts to #/100, rounded up to the nearest 1/10th: stack of 1 = .1, stack of 7, 8 or 9 (or, I'm assuming, 10) = .1, stack of 12, 15 or 17 (or, I'm assuming, 11 or 20) = .2, etc.  &amp;lt;br /&amp;gt;&lt;br /&gt;
So, yes, if you could forge a standard stack of 25 bolts for one bar, and somehow shoot them into (at least) 20 un-broken bolts, and collected those and melted them, you'd then have ''two'' bars. Alchemy. &amp;lt;br /&amp;gt;&lt;br /&gt;
I could envision a captured goblin released onto a narrow ledge 20 tiles (max range) and 1 level higher than your unskilled archers, who likewise would be on a ledge to limit their advance. One hit, he's probably dead, but until then they're sprayin' n' prayin'. If you had a no-skill weaponsmith, that might add a bit to life-expectancy.  ''Might'' be worth it for steel on a steel-poor map, or just to say you did it.--[[User:Albedo|Albedo]] 23:39, 24 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pairs of Objects ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't things like gauntlets and boots and stuff that are made in pairs from a single bar have twice the &amp;quot;percent return&amp;quot;? Or is this already accounted for in the &amp;quot;absolute return (in bars)&amp;quot; - this would be weird since you melt them one at a time. [[User:Sergius|Sergius]] 18:30, 4 March 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smithy&amp;diff=63022</id>
		<title>Smithy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smithy&amp;diff=63022"/>
		<updated>2010-02-12T22:14:31Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Redirected page to Metalsmith's forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Metalsmith's_forge]]&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=45150</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=45150"/>
		<updated>2008-12-03T18:56:51Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11225</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11225"/>
		<updated>2008-05-21T05:41:31Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Added new section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32427</id>
		<title>40d:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Waterskin&amp;diff=32427"/>
		<updated>2008-05-18T04:41:18Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Waterskins''' are made at a [[Leather works]] from any form of [[Leather]].  [[Soldier]]s can be ordered to carry [[water]] using their waterskins from their specific squad menu.  This is useful because they will not have to leave their post to get a drink for an extended period of time.  This can also be bad because they will only fill their skin with water, and eventually will become unhappy due to [[alcohol]] deprivation. When filling a waterskin a soldier or a hunter will always fill it to the level of 3 units of water. &lt;br /&gt;
&lt;br /&gt;
When in adventurer mode the water in the waterskin will freeze after some time in very cold weather. The resulting ice can be licked instead of drunk but &lt;br /&gt;
doesn't quench thirst nor melt from this action.&lt;br /&gt;
&lt;br /&gt;
Waterskins are stored as in Finished Goods [[stockpiles]] as [[flask|flasks]]. Three waterskins are made at the leatherworks from one unit of leather.&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2538</id>
		<title>40d Talk:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Skill&amp;diff=2538"/>
		<updated>2008-05-01T01:19:16Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Trader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Skill Notes==&lt;br /&gt;
&lt;br /&gt;
;Miner&lt;br /&gt;
:Allows a Dwarf to strike the earth at a more rapid pace.&lt;br /&gt;
;Wood Cutter&lt;br /&gt;
;Carpenter&lt;br /&gt;
;Mason&lt;br /&gt;
;Engraver&lt;br /&gt;
;Building Designer&lt;br /&gt;
;Weaponsmith&lt;br /&gt;
;Bowyer&lt;br /&gt;
;Armorsmith&lt;br /&gt;
;Metalsmith&lt;br /&gt;
;Furnace Operator&lt;br /&gt;
;Wood Burner&lt;br /&gt;
;Metal Crafter&lt;br /&gt;
;Stone Crafter&lt;br /&gt;
;Wood Crafter&lt;br /&gt;
;Bone Carver&lt;br /&gt;
;Gem Cutter&lt;br /&gt;
;Gem Setter&lt;br /&gt;
;Mechanic&lt;br /&gt;
;Fisherdwarf&lt;br /&gt;
;Miller&lt;br /&gt;
;Thresher&lt;br /&gt;
;Grower&lt;br /&gt;
;Herbalist&lt;br /&gt;
;Brewer&lt;br /&gt;
;Cook&lt;br /&gt;
;Weaver&lt;br /&gt;
;Clothier&lt;br /&gt;
;Dyer&lt;br /&gt;
:Allows a dwarf to dye with honor.&lt;br /&gt;
;Trapper&lt;br /&gt;
;Ambusher&lt;br /&gt;
;Butcher&lt;br /&gt;
;Tanner&lt;br /&gt;
;Leatherworker&lt;br /&gt;
;Fish Dissector&lt;br /&gt;
;Animal Dissector&lt;br /&gt;
;Fish Cleaner&lt;br /&gt;
;Cheese Maker&lt;br /&gt;
;Milker&lt;br /&gt;
;Animal Trainer&lt;br /&gt;
;Animal Caretaker&lt;br /&gt;
;Soaper&lt;br /&gt;
;Lye Maker&lt;br /&gt;
;Potash Maker&lt;br /&gt;
;Glassmaker&lt;br /&gt;
;Wrestler&lt;br /&gt;
;Axedwarf&lt;br /&gt;
;Swordsdwarf&lt;br /&gt;
;Macedwarf&lt;br /&gt;
;Hammerdwarf&lt;br /&gt;
;Speardwarf&lt;br /&gt;
;Marksdwarf&lt;br /&gt;
;Shield User&lt;br /&gt;
;Armor User&lt;br /&gt;
;Siege Engineer&lt;br /&gt;
;Siege Operator&lt;br /&gt;
;Pump Operator&lt;br /&gt;
;Swimmer&lt;br /&gt;
:Gives you a small amount of hope that this dwarf will not drown.&lt;br /&gt;
;Persuader&lt;br /&gt;
;Negociator&lt;br /&gt;
:Typo in the game: ought to be &amp;quot;Negotiator.&amp;quot; ''(Note: Toady has openly noted to fixing this on his dev log.)''&lt;br /&gt;
;Liar&lt;br /&gt;
: &amp;quot;It's not a [[carp]], it's a gibbon, I swear!&amp;quot;&lt;br /&gt;
;Intimidator&lt;br /&gt;
;Judge of Intent&lt;br /&gt;
;Appraiser&lt;br /&gt;
;Organizer&lt;br /&gt;
;Record Keeper&lt;br /&gt;
;Conversationalist&lt;br /&gt;
;Comedian&lt;br /&gt;
;Flatterer&lt;br /&gt;
;Consoler&lt;br /&gt;
;Pacifier&lt;br /&gt;
&lt;br /&gt;
==Skill Ranks Notes==&lt;br /&gt;
#Not Skilled, Dabbling&lt;br /&gt;
#Novice&lt;br /&gt;
#Named, Titular&lt;br /&gt;
#Competent&lt;br /&gt;
#Proficient&lt;br /&gt;
#etc.&lt;br /&gt;
&lt;br /&gt;
:It's looking like it's the same as before for rank names. --[[User:Shades|Shades]] 05:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
===User Notes and Changes===&lt;br /&gt;
[[User:Renditelitan|Renditelitan]] 22:01, 29 October 2007 (EDT)&lt;br /&gt;
:Moved this to the talk page for discussion on what should go on the main skills page [[User:Alfador]].  I hope you don't mind.  Anyone have ideas on how to categorize the all the skills?  Also, would making the list of skills in their place in the game time frame make since? Like founding skills vs. town skills?&lt;br /&gt;
&lt;br /&gt;
::It would make sense; Proficient and below are founding skills, Dabbling and anything above Proficient are fortress skills. (Also anything Adamantine-oriented if that's still in.) And of COURSE I don't mind, I'm ecstatic that someone more skilled in wiki format than I took it upon themselves to make something more useful out of my rudimentary list! [[User:Alfador|Alfador]] 23:02, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should we put lists of activities that improve a skill for every skill, or just for the ones that aren't immediately obvious like those new noble skills? --[[User:BahamutZERO|BahamutZERO]] 16:13, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think it's important to enumerate all the activities that give skill, and it would be nice to get numbers on the skill increases for these actions as well.  It's especially important to note ALL information for what gives or doesn't give skill points for the new noble skills, but everything is useful.  Like, for a miner, do ramps and channels give mining skill?  Do floodgates?  Does a fisherdwarf get fisherdwarf skill for constructing a fishery?  If we can enumerate all possible sources of skill points for a given skill, I think we should definately do so.  --[[User:Sowelu|Sowelu]] 16:52, 30 October 2007 (EDT)&lt;br /&gt;
:One thing we might also want is a listing of what skills are USED by what job tasks. For example: whatever skill is used by the &amp;quot;Strand Extraction&amp;quot; labor, which presumably fulfills &amp;quot;Extract Metal Strands&amp;quot; manager tasks... well, presumably that's the new version of the old Adamantine skills, Adamantine Smelting having been assumed to have been unified with other smelting skill. But whatever skill that is, it can't be had from the starting screen, and so is not listed here. This will naturally require LOTS of testing on the part of all of us, since we're no longer guaranteed to even have a magma flow in a given region, much less pits and adamantine. --[[User:Alfador|Alfador]] 10:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I almost think that that kind of data should be made into a separate list, as well as listed under each skill's individual page.  Lets's not clutter this one up that much.  Also, anyone FOUND pits/addy yet?  I'm almost certain it's too early for that, but one never knows.--[[User:Draco18s|Draco18s]] 05:07, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;Also, anyone FOUND pits/addy yet?&amp;quot; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000793&amp;amp;p=3 Yes.] --[[User:Alfador|Alfador]] 09:10, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Yes, and there's horrible things under it. Possibly also the adamantine-triggered monarch. --[[User:BahamutZERO|BahamutZERO]] 15:38, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Should skills be a category?--[[User:BahamutZERO|BahamutZERO]] 19:43, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I made one anyway. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
====This is too specific====&lt;br /&gt;
&lt;br /&gt;
This list is specific to Fortress Mode.  It's missing some of the Adventure Mode skills, like [[Bowman]] and such, and lists the dwarven names for skills. --[[User:JT|JT]] 21:31, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== administrator ==&lt;br /&gt;
&lt;br /&gt;
Is there really such a profession? I have been trying to get a dwarf to gain this job title without luck so far. Has anyone managed to do it? [[User:VengefulDonut|VengefulDonut]] 15:22, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== military skills ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't the weapon skills be classified under their own color/military profession? A swordsdwarf is not a blue peasant, it's a colored military unit. Or is this only for un-drafted military units? It might confuse a newbie. --[[User:DDouble|DDouble]] 23:43, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trader ==&lt;br /&gt;
&lt;br /&gt;
Dwarves which have Appraise (probably others too) skill is called a Trader. It's written in purple, like administrator. --[[User:Someone-else|Someone-else]]&lt;br /&gt;
&lt;br /&gt;
The four &amp;quot;admin&amp;quot; jobs don't really have a single &amp;quot;super&amp;quot;-profession like the others. A dwarf that has those skills is called either&lt;br /&gt;
* Architect (Building Designer)&lt;br /&gt;
* Trader (Appraiser) aka the Broker&lt;br /&gt;
* Administrator (Organizer) aka the Manager&lt;br /&gt;
* Clerk (Record Keeper) aka the Bookkeeper&lt;br /&gt;
In that order (I may have Administrator and Clerk the other way around). This means that one with all 4 skills on novice, will be called an Architect. If he only had the bottom 3 skills, he'd be called a Trader. And so on. [[User:Sergius|Sergius]] 21:19, 30 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24481</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24481"/>
		<updated>2008-04-29T05:31:55Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* The &amp;quot;Inverse Battlement&amp;quot; Design by Sergius */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
==Entrance traps==&lt;br /&gt;
&lt;br /&gt;
===Fortification Based Entrance Designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;nbsp;&amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
&amp;lt;pre&amp;gt;   &lt;br /&gt;
                  ENTRANCE&lt;br /&gt;
######################222######&lt;br /&gt;
rrrr+ ................... +rrrr&lt;br /&gt;
rrrr+ .               111 +rrrr&lt;br /&gt;
rrrr+ .  .   .   .   .... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+  .   .   .   .  ... +rrrr&lt;br /&gt;
rrrr+                 ... +rrrr&lt;br /&gt;
rrrr+++++++++++++++++ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; Design by Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}&lt;br /&gt;
&lt;br /&gt;
Note that the fortress interior is to the West. The enemy forces come from the East. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots, and I can launch any escaping troops into the air.&lt;br /&gt;
&lt;br /&gt;
===Flooded Entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; - ballista&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - Stair&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ###########################sss&lt;br /&gt;
Entrance...............&amp;gt;     sss...sss&lt;br /&gt;
Entrance...............&amp;gt;     sssssssss&lt;br /&gt;
Entrance...............&amp;gt;     ssssss...&lt;br /&gt;
        ########################sss###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24480</id>
		<title>40d:Fortress defense</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress_defense&amp;diff=24480"/>
		<updated>2008-04-29T05:25:23Z</updated>

		<summary type="html">&lt;p&gt;Sergius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Image Rules Notice}}&lt;br /&gt;
&lt;br /&gt;
You can help your soldiers a great deal by sensible entrance design and use of [[trap]]s and [[siege engine]]s. Simple approaches include clustering stone fall traps or cage traps in your entrance. More care is needed when placing ballistas or catapults as they can hurt your dwarves too. Below are some example designs of more elaborate possibilities.&lt;br /&gt;
&lt;br /&gt;
==Entrance traps==&lt;br /&gt;
&lt;br /&gt;
===Fortification Based Entrance Designs===&lt;br /&gt;
Keep in mind that the entrance to defensive chokepoints should be outside. If you try to set up your defense somewhat underground, ordering your dwarves to stay inside has the result that your carefully designed 'kill zone' will be chock full of your own dwarves at the critical moment.&lt;br /&gt;
&lt;br /&gt;
This particular design works well with plenty of archers, siege engines, and other ranged weaponry.&lt;br /&gt;
*&amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - fortification&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;nbsp;&amp;lt;/tt&amp;gt;  - pit (filled with spikes, water, magma, whatever you prefer)&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt;  - Floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;1&amp;lt;/tt&amp;gt;  - Bridge 1 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;2&amp;lt;/tt&amp;gt;  - Bridge 2 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;3&amp;lt;/tt&amp;gt;  - Bridge 3 (over pit)&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt;  - Wall   &lt;br /&gt;
*&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;  - Your ranged stuff here  &lt;br /&gt;
&amp;lt;pre&amp;gt;   &lt;br /&gt;
                  ENTRANCE&lt;br /&gt;
######################222######&lt;br /&gt;
rrrr+ ................... +rrrr&lt;br /&gt;
rrrr+ .               111 +rrrr&lt;br /&gt;
rrrr+ .  .   .   .   .... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+ . . . . . . . . ... +rrrr&lt;br /&gt;
rrrr+  .   .   .   .  ... +rrrr&lt;br /&gt;
rrrr+                 ... +rrrr&lt;br /&gt;
rrrr+++++++++++++++++ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ ... +rrrr&lt;br /&gt;
rrrrrrrrrrrrrrrrrrrr+ 333 +rrrr&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 3 tile wide lane is for traders, so if you have your trade depot before this,&lt;br /&gt;
cut it down to a 1 tile lane to slow down invaders more.&lt;br /&gt;
Retract bridge 1 to force invaders to take the long way, for maximum exposure to your ranged units.&lt;br /&gt;
Bridges 2 and 3 can be put down to allow more enemies into this pit entrance, then retracted again to trap them again.&lt;br /&gt;
&lt;br /&gt;
=== The &amp;quot;Inverse Battlement&amp;quot; Design by Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{qd|cols=15&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'&lt;br /&gt;
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|T|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|.|.|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|.|g|.|.&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|H|.|.|g|g&lt;br /&gt;
|.|.|.|.|.|╬|@|+|+|║|.|g|.|.|.&lt;br /&gt;
|═|═|═|═|═|╬|@|+|+|╠|═|═|═|═|═&lt;br /&gt;
|'|'|'|'|'|║|+|+|+|║|'|'|'|'|'}}&lt;br /&gt;
&lt;br /&gt;
Note that the fortress interior is to the West. The enemy forces come from the East. One by one, they fall as soon as they pass this &amp;quot;bridge&amp;quot; (which is one level above), as the marksdwarves wait in ambush. For extra safety, hollow this tunnel out to the mountain, upwards into the sky (so it counts as &amp;quot;surface&amp;quot; and Dwarfs can &amp;quot;stay inside&amp;quot;). The bridge part can then be made out of construction, as soldiers can be ordered to go outside anyway.&lt;br /&gt;
&lt;br /&gt;
If you're feeling specially nasty, make the tunnel really long into the mountain and build a ballista behind some fortifications. In my current version of the fortress, the goblins have to cross a long series of drawbridges to even get inside the mountain, so the ballista dwarf gets a lot of shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Flooded Entrance===&lt;br /&gt;
Using a chamber as your entrance alongside a chamber full of water and some machinery you can flood or drain the entrance at will.&lt;br /&gt;
&lt;br /&gt;
The basic premise requires two levers, two screw pumps and two gear assemblies. The amount of power required and the number of additional components needed to get the power to the screw pumps varies depending on distance/setup. One pump is placed to draw from chamber 1 and dump into chamber 2. The other is set in reverse. A gear assembly is placed next to each pump and connected to the main power system. Each gear is linked to a lever. Now at the flip of a switch you can submerge your entrance with water or magma for easy, secure defense against creatures that aren't amphibious or magma-dwelling, depending.&lt;br /&gt;
&lt;br /&gt;
[[Image:Entflood.jpg]]&lt;br /&gt;
&lt;br /&gt;
The picture above shows the design in action. The green pump is currently on while the red has been disconnected through the grey marked axle. The yellow X is just to mark that there is a channel under the axle. &lt;br /&gt;
&lt;br /&gt;
===Siege weapons===&lt;br /&gt;
One effective way to have seige weapons defend your fortress is:&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;tt&amp;gt;.&amp;lt;/tt&amp;gt; - floor&lt;br /&gt;
*&amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;s&amp;lt;/tt&amp;gt; - ballista&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;gt;&amp;lt;/tt&amp;gt; - Stair&lt;br /&gt;
*&amp;lt;tt&amp;gt; &amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
        ###########################sss&lt;br /&gt;
Entrance...............&amp;gt;     sss...sss&lt;br /&gt;
Entrance...............&amp;gt;     sssssssss&lt;br /&gt;
Entrance...............&amp;gt;     ssssss...&lt;br /&gt;
        ########################sss###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using this design you can cripple an army using a well timed volley.&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Fortress Defense]]&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4730</id>
		<title>40d Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crop&amp;diff=4730"/>
		<updated>2008-01-12T18:35:41Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Categorized Crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can these new plants be planted inside? I know(assume) they cant be grown underground, but will they still grow with a roof over them?&lt;br /&gt;
&lt;br /&gt;
== Winter crops ==&lt;br /&gt;
&lt;br /&gt;
Delving into the raws, it seems some plants can grow in winter.  Muck Roots, for instance.  We'll need to update the chart to allow this.  The chart will, in general, need some work.  For instance, Quarry Bushes can only be cooked after they've been processed; how should that be put on the chart? This page can easily be filled in from the raws, but only after the chart is made more comprehensive... [[User:Fieari|Fieari]] 03:24, 30 October 2007 (EDT)&lt;br /&gt;
*Stuff like Quarry Bush Leaves can just go in the &amp;quot;Other Uses&amp;quot; column.&lt;br /&gt;
&lt;br /&gt;
== Move to List of crops ==&lt;br /&gt;
&lt;br /&gt;
Would this page be better named &amp;quot;List of crops&amp;quot; to avoid confusion with the crops category?  Its a minor wikiish style thing.  --[[User:Shagie|Shagie]] 15:20, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Format/appearance ==&lt;br /&gt;
&lt;br /&gt;
We could use some vertical borders between catagories to prevent run-on labels. Everything should be more aligned vertically, which might be tough for a skinny window.&lt;br /&gt;
:Done --[[User:Bobson|Bobson]] 12:44, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Standardization of individual crop pages ==&lt;br /&gt;
&lt;br /&gt;
I thought the previous wiki had great entries for the individual crops. How can we get the sidebar to appear just like the last wiki?&lt;br /&gt;
&lt;br /&gt;
We should standardize the arrangement of information for the individual crops so that readers can easily obtain information as it is presented in a consistent manner. I think we should also include the basic value of each crop and how it can be multiplied.&lt;br /&gt;
--[[User:Rockjianrock|Rockjianrock]] 11:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Categorized Crops ==&lt;br /&gt;
&lt;br /&gt;
How useful would it be to have a list of crop sorted by standard usage? From all the plants in game, we can easily figure out a few subgroups:&lt;br /&gt;
&lt;br /&gt;
Edible raw (fruits/vegetables? can also be cooked unprocessed)&lt;br /&gt;
*Plump helmet &lt;br /&gt;
*Muck root &lt;br /&gt;
*Bloated tuber &lt;br /&gt;
*Prickle berry &lt;br /&gt;
*Wild strawberry &lt;br /&gt;
*Rat weed &lt;br /&gt;
*Fisher berry &lt;br /&gt;
*Sun berry&lt;br /&gt;
&lt;br /&gt;
Clothing&lt;br /&gt;
*Pig tail &lt;br /&gt;
*Rope reed &lt;br /&gt;
&lt;br /&gt;
Flour/Sugars&lt;br /&gt;
*Cave wheat &lt;br /&gt;
*Longland grass &lt;br /&gt;
*Whip vine &lt;br /&gt;
*Sweet pod (a special case, has its own workshop action to make syrup)&lt;br /&gt;
&lt;br /&gt;
Leaves (not brewable)&lt;br /&gt;
*Quarry bush &lt;br /&gt;
&lt;br /&gt;
Dyes (generally not brewable)&lt;br /&gt;
*Dimple cup &lt;br /&gt;
*Blade weed &lt;br /&gt;
*Hide root &lt;br /&gt;
*Sliver barb (also a special case, as it can be brewed. otherwise the same)&lt;br /&gt;
&lt;br /&gt;
Alchemy? (not brewable)&lt;br /&gt;
*Kobold bulb &lt;br /&gt;
*Valley herb (can be cooked raw?)&lt;br /&gt;
&lt;br /&gt;
I find this list more useful for making complex stockpiles or workflows.. Whether you care if the seeds must be planted underground or above ground, it's a property of the seed stockpile anyway. Note that &amp;quot;cookable&amp;quot; or &amp;quot;brewable&amp;quot; is not a group itself but a simple yes/no flag, but usually a common property of an entire group. Too bad we can't make template stockpiles ;)--[[User:Sergius|Sergius]] 13:35, 12 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10333</id>
		<title>40d Talk:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stockpile&amp;diff=10333"/>
		<updated>2008-01-12T17:44:43Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Usable/Unusable Weapons/Armour?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Stockpile categories ===&lt;br /&gt;
'''[[Ore]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ore will be brought here. This is one of the simpler stockpiles.&lt;br /&gt;
: Is it just me, or is this incorrect? I don't see an option in the new version for ore piles. I'm at work and so cannot double-check at this time, but I'll check when I get home and if I confirm it then, I'll remove Ore from the Stockpile categories.&lt;br /&gt;
&lt;br /&gt;
You're correct. Ore is now included in the stone stockpile and there is no mining stockpile. I've made the change. -Valdemar&lt;br /&gt;
&lt;br /&gt;
Should this page be retitled &amp;quot;Stockpile&amp;quot; to keep in line with the title style rules? --[[User:BahamutZERO|BahamutZERO]] 17:44, 1 November 2007 (EDT)&lt;br /&gt;
:Done. --[[User:Peristarkawan|Peristarkawan]] 18:15, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bins ==&lt;br /&gt;
&lt;br /&gt;
how do I make my bins get to the &amp;quot;right&amp;quot; stockpiles (ie i want to put stone in bins to compact it but so far my bin is sitting in a &amp;quot;finished goods&amp;quot; stockpile)[[User:GarrieIrons|GarrieIrons]] 09:40, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Raw objects generally can't be put in bins, only &amp;quot;processed&amp;quot; goods.  For instance, [[block]]s can be put in bins, but not raw stone.  The best way to get a compact stone store is to create a dump, though I haven't fiddled with that technique yet.--[[User:Maximus|Maximus]] 12:51, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Usable/Unusable Weapons/Armour? ==&lt;br /&gt;
&lt;br /&gt;
Anyone knows exactly what this does? It seems that stockpiles set to &amp;quot;unusable&amp;quot; will only collect things that dwarfs can't possibly ever use, not even in Adventure mode (ex: big human two-handed weapons such as a halberd), but while technically things like whips and scimitars aren't unusable, dwarfs in Fortress mode will never equip them - no such option in the Military screen. Or will they use, for example, a scimitar if set to use swords? Will that use the Swordsdwarf skill? IMO it would be more useful if it included any weapon not in the Military screen. --[[User:Sergius|Sergius]] 12:44, 12 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24137</id>
		<title>40d Talk:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege&amp;diff=24137"/>
		<updated>2008-01-12T04:23:56Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Human Leader / Mercenary?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Trigger?===&lt;br /&gt;
Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? [[User:Runspotrun|Runspotrun]] 00:06, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. [[User:Kaivosukeltaja|Kaivosukeltaja]] 07:31, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Thanks. I removed my addition from the article. [[User:Runspotrun|Runspotrun]] 09:35, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth &amp;gt; certain amount) and (has killed Goblins) maybe? [[User:Runspotrun|Runspotrun]] 23:09, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=10&amp;amp;t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.&lt;br /&gt;
&lt;br /&gt;
== Troll squads ==&lt;br /&gt;
&lt;br /&gt;
I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?&lt;br /&gt;
:I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --[[User:Eagle of Fire|Eagle of Fire]] 14:16, 26 November 2007 (EST)&lt;br /&gt;
::Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--[[User:Another|Another]] 15:42, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mounts ==&lt;br /&gt;
&lt;br /&gt;
Woe betide those who anger humans.  I added a second human race with [BABYSNATCHER] instead of [SIEGER]  for barbarian raiding action.  When they sieged, every last one of them was riding a horse.  When I approached the buggers kept running away and going all Parthian shot on me, too.  It was pretty bad ass.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:23, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Still bugged? ==&lt;br /&gt;
&lt;br /&gt;
Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. [[User:Runspotrun|Runspotrun]] 19:52, 18 November 2007 (EST)&lt;br /&gt;
 i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...&lt;br /&gt;
im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?&lt;br /&gt;
&lt;br /&gt;
:Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST)&lt;br /&gt;
::Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 21 November 2007 (EST)&lt;br /&gt;
:Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works.  Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. [[User:Lightning4|Lightning4]] 22:45, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Siege as a blockade == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for &amp;quot;seat&amp;quot; or &amp;quot;sitting.&amp;quot;[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault.&amp;quot; --wikipedia &lt;br /&gt;
&lt;br /&gt;
A siege isn't just a blind charge into your cage traps, either.  &lt;br /&gt;
[[User:Moller|Moller]] 14:38, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Best way to counter sieges?==&lt;br /&gt;
So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) &lt;br /&gt;
Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--[[User:Eagle of Fire|Eagle of Fire]] 14:47, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Human Leader / Mercenary? ==&lt;br /&gt;
&lt;br /&gt;
I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?&lt;br /&gt;
&lt;br /&gt;
On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)&lt;br /&gt;
&lt;br /&gt;
Something like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
########&lt;br /&gt;
=bolts=#&lt;br /&gt;
######@#&lt;br /&gt;
     +@#   g&lt;br /&gt;
     +@# g&lt;br /&gt;
   g +@#   &amp;lt;- goblins on ground floor come this way&lt;br /&gt;
     +@#  g&lt;br /&gt;
     +@#    g&lt;br /&gt;
######@# g&lt;br /&gt;
=bolts=#&lt;br /&gt;
########&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 23:23, 11 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20510</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20510"/>
		<updated>2008-01-06T19:09:25Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Infinite Experience Corrected? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done. --[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20509</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20509"/>
		<updated>2008-01-06T19:09:08Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Infinite Experience Corrected? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done.&lt;br /&gt;
--[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20507</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20507"/>
		<updated>2008-01-05T17:38:31Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Infinite Experience Corrected?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wood_cutter&amp;diff=33966</id>
		<title>40d Talk:Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wood_cutter&amp;diff=33966"/>
		<updated>2008-01-05T17:09:09Z</updated>

		<summary type="html">&lt;p&gt;Sergius: New page: Would it be an advisable strategy to make every dwarf a woodcutter? That way they would all carry axes... ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would it be an advisable strategy to make every dwarf a woodcutter? That way they would all carry axes... [[User:Sergius|Sergius]] 12:09, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5572</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5572"/>
		<updated>2008-01-05T05:13:57Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Seeds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Pregenerated worlds''' are worlds that have been created and uploaded for use by others, so they may skip world generation. '''Seeds''' are numbers that tell the world generator which world to create. These are usually given for particularly good [[location]]s, or for quick generating time. Below is a list of worlds and seeds that users have made, along with any interesting locations. Feel free to share and add to the list.&lt;br /&gt;
&lt;br /&gt;
== World generation changes ==&lt;br /&gt;
&lt;br /&gt;
Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will generate different worlds; these are archived at [[Seed archive]]. Random and custom names do not affect world generation.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet. Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== The Future Dimensions (Or Fibonacci's sweet world) ===&lt;br /&gt;
'''Download:''' http://www.megaupload.com/?d=PPYJXSDH&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fibonacci.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Title: Fibonacci&amp;lt;br/&amp;gt;&lt;br /&gt;
Seed: 1123581321&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: random&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated under version v0.27.169.33e - Intel processor/windowsXP - file included because other machines have had different results with more or less sand/flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick 16 rejects&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Map features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Small 3 by 8 (So good frame rate on older computers)&amp;lt;br/&amp;gt;&lt;br /&gt;
Magma (obviously)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sand (top of map)&amp;lt;br/&amp;gt;&lt;br /&gt;
Flux&amp;lt;br/&amp;gt;&lt;br /&gt;
Trees (top)&amp;lt;br/&amp;gt;&lt;br /&gt;
Adamantine (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Demon/Eerie glowing pits (bottom right)&amp;lt;br/&amp;gt;&lt;br /&gt;
Chasm (2 z-levels down in the top of map with iron man and more)&amp;lt;br/&amp;gt;&lt;br /&gt;
You can add the river by expanding two squares right (those of you with fast machines)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
=== 4265985437 - The Legendary Ever-Realm ===&lt;br /&gt;
'''Download:''' http://hyperfileshare.com/d/f91fae26&lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG|thumb|500px]]&lt;br /&gt;
&lt;br /&gt;
Random name, 51 rejects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Generated with version v0.27.169.33f using windows XP with an AMD processor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Originally submitted by Paul on the forums. Minerals have changed with version changes, but features remain the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
Takes a few minutes to generate (but if you're downloading it that hardly matters), but has pretty much every feature in a small 4x5 area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Features:'''&amp;lt;br/&amp;gt;&lt;br /&gt;
- Magma on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Small cave river on lower left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Edge of chasm on far upper left corner&amp;lt;br/&amp;gt;&lt;br /&gt;
- Pits &amp;amp; Adamantine on upper left&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sand and trees on far right green tile&amp;lt;br/&amp;gt;&lt;br /&gt;
- Plenty of flux and iron for steel production&amp;lt;br/&amp;gt;&lt;br /&gt;
- Representatives of all four major rock types:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. sedimentary - dolomite, claystone&amp;lt;br/&amp;gt;&lt;br /&gt;
2. igneous extrusive - andesite&amp;lt;br/&amp;gt;&lt;br /&gt;
3. igneous intrusive - granite, gabbro&amp;lt;br/&amp;gt;&lt;br /&gt;
4. metamorphic - marble, schist&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world. Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed. Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation. It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected. This disrupts the sequence of psudeorandom numbers. As a consequence, a seed with a player-given name will result in a completely different world than the same seed with a random name. Seed publishers should specify whether a random or a given name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
Mineral content is determined at the time it is allocated, (essentially when you dig near it). Accordingly the map seed determines the layers and therefore the probability of certain rocks/ores, but the ore veins themselves will vary.&lt;br /&gt;
&lt;br /&gt;
A further warning: there may be other things that affect world generation, such as your operating system. If you generate a world different from one described here, with exactly the same seed, please mention it with the relevant details (operating system including any service packs, processor type, and game version) on the [[Talk:Pregenerated worlds|talk page]].&lt;br /&gt;
&lt;br /&gt;
The following seeds were generated with version '''0.23.169.33g''' or later. Seeds for earlier versions are located at the [[seed archive]].&lt;br /&gt;
&lt;br /&gt;
=== Quick generating seeds ===&lt;br /&gt;
&lt;br /&gt;
====Chicken Seed: #389311515====&lt;br /&gt;
[[Image:Chickenseedfix.png]]&lt;br /&gt;
&lt;br /&gt;
Only one reject. The location shown above has some magma right next to a brook... Lots of trees and plants, and plenty of sand. If you don't feel like you need the hills to the south, you can shrink the area a bit, there's nothing much else down that way.&lt;br /&gt;
&lt;br /&gt;
=== Seeds and locations with many features (may run slower on older computers) ===&lt;br /&gt;
====Seed # 264622237====&lt;br /&gt;
This seed has 1 decent starting location, with the posibility of war with the local Kobolds, and one really good one with a cave and a cyclops and 12 giant spiders.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 1:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_1.png|500px]]&lt;br /&gt;
&lt;br /&gt;
This location has Magma in the top middle, pits in the bottom middle (sometimes gets cut off, extend down one if it does it to you), chasm in the lower left, and iron + flux all over.&lt;br /&gt;
&lt;br /&gt;
This map contains no flowing water in spite of the river shown.  It does not exist, I checked.  Your best bet would be to use the infinate water bug to create a lake, and keep control of it with a floodgate.&lt;br /&gt;
&lt;br /&gt;
There is also no sand at all.  Sorry folks, you gotta import glass.&lt;br /&gt;
&lt;br /&gt;
Finally, there are no trees.  For some bizarre reason, when I loaded the whole map, every last tile, it had trees everywhere, but if I cut anything off, the trees vanished.  Your results may vary as this is odd IMO.&lt;br /&gt;
&lt;br /&gt;
'''Volcano 2:'''&lt;br /&gt;
&lt;br /&gt;
[[Image:V_33g_Seed_264622237_Volcano_2.png|500px]]&lt;br /&gt;
&lt;br /&gt;
Now this location is nice.  It's kinda cold, so bring a jacket.&lt;br /&gt;
&lt;br /&gt;
You have unguarded magma in the upper left corner.  Go for it as soon as you can make steel.&lt;br /&gt;
&lt;br /&gt;
Lower-middle right you will have the caves.  Many enemies there.  Careful though, they are just a warm up!  Directly below you have a pit and adamantine.  Also, the majority of the iron is around the caves, so you will have to fight for it.&lt;br /&gt;
&lt;br /&gt;
Just to the left of the caves, a level or 2 above the pits is an underground lake.  It's not infinate, but it should last you, plus there are many lakes around, and when they freeze, they refill.  You shouldn't be hurting for water for a while.&lt;br /&gt;
&lt;br /&gt;
There is sand scattered around all over.  If that wasn't enough with the magma, there is more sand on the shore of the underground lake.  Can we say dwarven catapults throwing stones from glass houses? Heh heh heh.&lt;br /&gt;
&lt;br /&gt;
Lots of farmable soil, but no indigenous plants to speak of.  Build a shack and farm indoors early on till you can get other kinds of seeds.&lt;br /&gt;
&lt;br /&gt;
Flux?  Nope. Sorry.  Import what you can, bring steel if you can.  Wood?  Ain't got that either.  Get your magma smelter and glass furnace up fast so you can start producing trade goods.  Without them you won't be able to import the wood you need for coal and flux for steel.  Iron supplies as I said are mostly guarded by the Cyclops and crew as well.  This could be a challenge for you, but there is plenty of copper and cassiterite to go around, import some tin, and combine it with some bismuth and you can have a cheap bronze as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I like the second one better of the 2.  Both have nice features, but are missing key items.&lt;br /&gt;
This was generated in .33g, and it seems that seeds were broken again.  Hopefully more people come out with their seeds soon :)&lt;br /&gt;
--[[User:Chthon|Chthon]] 19:46, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Seed #223885 - Pretty much what I have been waiting for ====&lt;br /&gt;
&lt;br /&gt;
[[Image:seed223885-awesomeseed.JPG|643px]]&lt;br /&gt;
&lt;br /&gt;
In a 5x8 area you can get chasm, magma, adamantite, cave lake, brook, flux, sedimentary layer, sand and trees. Alternatively you could fit all the above except cave lake to only 5x2. The selection in the picture was chosen to have more chalk in the area.&lt;br /&gt;
&lt;br /&gt;
--[[User:Elmokki|Elmokki]] 07:41, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Realm of Forever Start Seed #3094533934 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Realm_of_Forever_Start_3094533934.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I cheated and used Sekret Projekt but hey!  Look what I found!&lt;br /&gt;
&lt;br /&gt;
River: Check&lt;br /&gt;
&lt;br /&gt;
Magma: Well damn, someone just pointed out to me that the ~ was blue not red.  I hadn't noticed.  No magma here unfortunately :(&lt;br /&gt;
&lt;br /&gt;
Iron: Lots of magnetite, check&lt;br /&gt;
&lt;br /&gt;
Flux: Check and double check&lt;br /&gt;
&lt;br /&gt;
Sand: Aww, none here&lt;br /&gt;
&lt;br /&gt;
Adamantine and Pits: They're here too, check&lt;br /&gt;
&lt;br /&gt;
Chasm: There's the end of one far to the east, so check.&lt;br /&gt;
&lt;br /&gt;
Coal: Well, we have lignite, lots of lignite.  Does that count?  Check.&lt;br /&gt;
&lt;br /&gt;
Trees: The whole SE is covered in them, check.&lt;br /&gt;
&lt;br /&gt;
Can't get much better than this guys.  Oh yeah, there was a Giant Cave Swallowman, about 10 Troglodites, 8 Naked Mole Dogs, and a giant mole just south of where I started.  I'd get traps up stat if I were you.&lt;br /&gt;
&lt;br /&gt;
Nothing else follows. --[[User:Chthon|Chthon]] 11:30, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== The Cyclopean Planet of Tempests Seed #697480228 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:The_Cyclopean_Planet_of_Tempests_697480228_Start.png|643px]]&lt;br /&gt;
&lt;br /&gt;
Ok, I swear this one is good.  I double checked it even.&lt;br /&gt;
&lt;br /&gt;
River:  Nothing at all above ground, seek the cave river (not shown, center of the map with a chasm at the north end under the magma) or the Cave lake at the far north&lt;br /&gt;
&lt;br /&gt;
Magma:  Just south of the cave lake, at the same Z-level even.&lt;br /&gt;
&lt;br /&gt;
Adamantine:  Lots of it.  The upper parts are very shallow in the south, but you have at least 5 Z-levels before you uncover the pits.  I estimate about 50 tiles of easily minable Adamantine ore before you release the demons.&lt;br /&gt;
&lt;br /&gt;
Flux:  Lots of Marble.  I mean lots.  If you are in marble in the south, you are near the adamantine.&lt;br /&gt;
&lt;br /&gt;
Iron:  No magnetite, but quite a few hematite veins higher up.  Don't dig too deep or you will miss them.&lt;br /&gt;
&lt;br /&gt;
Chasm:  One at the end of the cave river, but that's it.&lt;br /&gt;
&lt;br /&gt;
Sand:  Still no sand.  For all you glass lovers; Sorry, keep looking.&lt;br /&gt;
&lt;br /&gt;
Coal:  None, sorry but burnables are lacking on this map.  Import what you need for iron.  It's cheap anyways.&lt;br /&gt;
&lt;br /&gt;
Trees:  A few.  Seriously, it's not a lot, but it'll keep you going.&lt;br /&gt;
&lt;br /&gt;
Hunting:  If you want to train up some crossbowmen and at the same time find food, this area is home to Hoary Marmots.  Eat up!&lt;br /&gt;
&lt;br /&gt;
Final notes:  This has a more traditional cliff face look to it.  It faces south with the high ground on the north.  It's narrow, but I like it.  All the major features but the pits are towards the middle Z-levels, so be careful you don't dig in from the bottom.&lt;br /&gt;
&lt;br /&gt;
--[[User:Chthon|Chthon]] 13:18, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Just another seed, I thought wold be nice (1291184248, v.33g) ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Seed1291184248.PNG|500px]]&lt;br /&gt;
&lt;br /&gt;
About features:&lt;br /&gt;
*brook&lt;br /&gt;
*magma pipe&lt;br /&gt;
*adamantium (near lower left)&lt;br /&gt;
*chasm&lt;br /&gt;
*heavy forested tiles&lt;br /&gt;
*hematite (a lot of it)&lt;br /&gt;
*bituminous coal (not that much as hematite, but still)&lt;br /&gt;
*flux (marble, lower right)&lt;br /&gt;
*sand (alongside brook, not much)&lt;br /&gt;
&lt;br /&gt;
Downside - it's pretty cliffy. I haven't played it for long enough, but getting human caravans to depot can prove tricky &lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 06:40, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:As the X cursors are not in the screenshot, no-one will be able to find this place again.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== A tiny but interesting location.  Seed 1 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:0x517A5D_seed1_3x2_hard.PNG]]&lt;br /&gt;
&lt;br /&gt;
The aquifer does not cover the whole map; the haunted area doesn't either.&amp;lt;br/&amp;gt;I, of course, use my [[Utilities#Regional Prospector|Regional Prospector]] utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:15, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==== Doubleplusgood Seed #3480279584 ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Doubleplusgood.png]]&lt;br /&gt;
&lt;br /&gt;
This is a rather cozy 5x4 area, it has all the basics, except for sand and surface river. &lt;br /&gt;
&lt;br /&gt;
* A ridiculous amount of adamantite (at least 3 levels of demon-free ore for a total of 215 units, 3 more levels with stairs (looks cool) away from the pits with probably at least twice that amount - i counted nearly 150 in a single level, and it got denser further down... the stairs connected to the pits themselves which don't have that much adamantite, maybe a hundred more or so. That's a lot!&lt;br /&gt;
* Magma pocket thingy (underground, doesn't extend all the way to the bottom either. about 4 levels high)&lt;br /&gt;
* Underground river&lt;br /&gt;
* A big cave lake (exposed)&lt;br /&gt;
* Some magnetite (single level, only one of 'em big round glob cluster things)&lt;br /&gt;
* Plenty of vegetation&lt;br /&gt;
* Round chasm&lt;br /&gt;
* Many ores, like copper and gold&lt;br /&gt;
* Tons (and I mean TONS) of limestone. Literally half the map.&lt;br /&gt;
* Tons of obsidian if you care about that. Literally, the other half of the map.&lt;br /&gt;
* If you need charcoal just burn the damn trees.&lt;br /&gt;
&lt;br /&gt;
It's possible that you can find more iron ore if you extend the map to the east, north and or/south.[[User:Sergius|Sergius]] 00:13, 5 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Doubleplusgood.png&amp;diff=33932</id>
		<title>File:Doubleplusgood.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Doubleplusgood.png&amp;diff=33932"/>
		<updated>2008-01-05T04:58:50Z</updated>

		<summary type="html">&lt;p&gt;Sergius: Image of the doubleplusgood seed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image of the doubleplusgood seed&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sergius&amp;diff=33931</id>
		<title>User:Sergius</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sergius&amp;diff=33931"/>
		<updated>2008-01-05T04:20:06Z</updated>

		<summary type="html">&lt;p&gt;Sergius: New page: Sergius is reasonably well known for his edible arts graduates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sergius is reasonably well known for his edible arts graduates.&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29966</id>
		<title>User talk:0x517A5D</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:0x517A5D&amp;diff=29966"/>
		<updated>2008-01-05T04:13:38Z</updated>

		<summary type="html">&lt;p&gt;Sergius: /* Seekret Projekt */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Current Build ==&lt;br /&gt;
&lt;br /&gt;
Interesting setup you've got there. I run something similar, though not completely abusive to game limits. (Leg+5 in everything? comeon! :P)&lt;br /&gt;
&lt;br /&gt;
Got one guy with proficient in everything, while the rest have no skills and are purely haulers and pre-dabbling farmers.&lt;br /&gt;
Hauling and farming were the only tasks I decided to free my 'hero' dwarf from, since they're so god-awfully time consuming.&lt;br /&gt;
&lt;br /&gt;
As for items: A single full suit of steel armor and one of each weapon, with only a handful of bolts, should an errant fire imp come over in the first season.&lt;br /&gt;
A couple dozen of each booze and both plump helmet and spawn, with 11 each of the remaining seeds.&lt;br /&gt;
Of course the mandatory 1 each of food and whatnot.&lt;br /&gt;
A hefty stock of giant cave spider thread to jumpstart my trading power (a single shoe will go for no less than 900 I think... initial investment is only 120p each)&lt;br /&gt;
A miscellany of assorted bars, wood, ores, and stone to spend the remaining points.&lt;br /&gt;
Also took along 3 wardogs for some additional protection and 10 cattle to get a herd going.&lt;br /&gt;
&lt;br /&gt;
All-in-all I limit myself to 32000 total points, as it's the highest clean number that the signed integer will accept in a once-off edit.&lt;br /&gt;
Also used adjust start to give me 10 dwarves, and set Max_Pop to only 7, so no immigrants unless I get really short on helpers.&lt;br /&gt;
&lt;br /&gt;
My guy's got something of a demi-god complex too, as his name is Master, the rest are named Servant, and the world is &amp;quot;Kôr Nòm&amp;quot; (Master of God). Remembered to look it up when I dabbled with the Regional Prospector ;)&lt;br /&gt;
&lt;br /&gt;
Anyways, saw that you had a very similar idea for a build and thought you might want to hear you're not the only one going for the &amp;quot;God and Servants&amp;quot; route ;)&lt;br /&gt;
--[[User:n9103|n9103]] 01:49, 20 Dec 2007 (PST)&lt;br /&gt;
&lt;br /&gt;
== Search Function ==&lt;br /&gt;
&lt;br /&gt;
It may be helpful to make it clear the search function used in your version-independent code examples is a user-define function and is not associated with the STL search algorithm. I would also recommend posting the source files for search function, or commenting that they are available from the enable magma buildings zip file&lt;br /&gt;
&lt;br /&gt;
--[[User:Masdus|Masdus]] 22:08, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That's a good point about search().  I've just renamed it hexsearch() in my most recent (not yet released) source.&amp;lt;br/&amp;gt;I had started to document the search patterns in a more generic way, but decided that (a) it took me too long to translate, and (b) few of the target audience would be able and willing to retranslate into their own search-like functions.  So I just started cutting and pasting patterns out of my source.&amp;lt;br/&amp;gt;As for posing the source to hexsearch(), I think that the target audience can track it down.  (If we could host arbitrary files directly on this wiki, I would.  I just think it's too big to put into a &amp;amp;lt;code&amp;amp;gt; block.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:17, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Seekret Projekt ==&lt;br /&gt;
&lt;br /&gt;
Wow, just tried it out and it works great in 33g. It's amazing the way it reveals the locations of all major features on every map square. I've only briefly checked it out, but I picked a 5x5 area which your tool revealed to have 2 magma vents, an underground water pool, adamantine, and part of a chasm. After embarking and running reveal.exe I confirmed that all features shown by your tool matched the features available and the correct locations. Your tool will make looking for good starting locations at least 5000x easier, considering you can see every single feature location when selecting where to embark. No need to embark and run reveal to find where the major features (especially adamantine) are. Truly great work. --[[User:Janus|Janus]] 21:53, 22 December 2007 (EST)&lt;br /&gt;
:Great!  Good to hear.  I am particularly interested in any feature that reveal turns up but was not shown by this tool.  Also if you see a question mark in the local map view, please report that.  (If at all possible, with world-seed and a screenshot showing the X cursors.)&amp;lt;br/&amp;gt;Off on a tangent, what should I call it?  FeatureFinder?  feature-finder, with a dash?  Regional Prospector?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:15, 22 December 2007 (EST)&lt;br /&gt;
::I've scanned around a fair bit on a couple of my current world maps and didn't come across any question mark squares. I have noted that caves don't show up. I don't know whether you could locate them in memory the same way as the map features though, since they're probably generated and allocated differently. I can provide a seed and location with a kobold cave if you need it.&amp;lt;br/&amp;gt;As for the name, FeatureFinder is concise, but the name &amp;quot;Regional Prospector&amp;quot; gives a better general idea of what it does. I like that one, particularly the &amp;quot;prospector&amp;quot; part. --[[User:Janus|Janus]] 23:02, 22 December 2007 (EST)&lt;br /&gt;
:::I didn't even think of caves.  Yes, I'd like the seed and location.  I can't promise anything though.  I think caves are not a per-tile thing.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 23:08, 22 December 2007 (EST)&lt;br /&gt;
::::Understandable. Here it is, the world seed is 7810 as posted in the description: [[:Image:Local_Kobold_Cave.png]] --[[User:Janus|Janus]] 00:47, 23 December 2007 (EST)&lt;br /&gt;
:::::I don't think I can do caves.  It's gotta be stored somewhere, but it's not in the place that this tool looks.  I will keep an eye out.&lt;br /&gt;
:::::Not a total loss, though, because I found a bug from looking at this map: the tool is not displaying underground rivers.  Easy fix, but I'm not going to do a new beta version just to fix that one.&lt;br /&gt;
:::::I also saw some interesting behavior from DF's map sizing.  If you choose a 2x2 with that volcano at top left, you get a 2x2.  But if you choose a 3x3 with volcano at top left, you get a 5x5 with volcano at middle left.  It looks like either the chasm or the cave triggers this, even though the chasm is entirely out of the 3x3 selection, and the cave appears to be built so that it is out of the selection as well.  I need to play with this some more.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:53, 23 December 2007 (EST)&lt;br /&gt;
:::Just wanted to chime in and say I vote for Regional Prospector.--[[User:N9103|N9103]] 16:05, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm impressed. I didn't even realise the features were in memory before you embarked into areas. This baby finds chasms, lakes, adamantine, and the smaller magma lakes that never showed up on the map. Finding good start locations has never been easier. Before I was having to find squares with good minerals and then just embark on the entire map and reveal it all to see if it had good features, with this you can just look at a glance. The only things I see missing are the caves and cave rivers, which you two already noticed. No errors so far, I'll report any if I find any. Thanks for a great tool. Also, I think FeatureFinder is a fitting name. - [[User:Paul|Paul]] 12:55, 23 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I may have found a bug. Your utility shows a magma pool right next to a goblin tower, but upon reveal, it doesn't appear to exist. The seed is 3590640052 and the location is [http://img170.imageshack.us/img170/2849/misleadingmagmaia0.png here]. I have to say, though, that overall this is a fantastic utility- the most useful external program for this game since reveal. Heck, it's probably better than reveal in the long run. Thank you for finally allowing me to satisfy my OCD. --[[User:Eiba|Eiba]] 14:06, 24 December 2007 (EST)&lt;br /&gt;
:Yes, I get the same behavior.  I didn't actually check with a debugger, but I checked with my test version, and it's definately flagged by the game for being a magma pool.&lt;br /&gt;
::[[Image:0x517A5D_Eiba%27s_bug_report_location.png]]&lt;br /&gt;
:I actually suspect that this is correct (if unexpected) behavior: the game's local-map generator is preventing features from being generated under or too close to civilization areas.  It might be worth exploring other towns with a feature next to them.  Anyway, I don't think I can do anything about this... it's just one of those things, y'know?&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;And good luck with that OCD; this utility made mine worse.  (I just &amp;lt;i&amp;gt;know&amp;lt;/i&amp;gt; that if I keep looking, I'll find a 4x4 limestone magma water chasm pits trees haunted location.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 15:27, 24 December 2007 (EST)&lt;br /&gt;
:::So I was looking all over for the discussion of this thing - and I just got to hand it to you - you just saved countless hours of my life looking for the perfect starting location. Holy shit this is awesome. I could practically open-mouth kiss you. *cough&lt;br /&gt;
:::I can verify cavelakes and whatnot are revealed :) Anyhow, thanks - and I'm surprised that there aren't too many raving posts on the forums about this. (I'll also give you a heads up if I find that legendary adamantine/magma/trees/chasm/flux/sand epic location in a terrifying 5x5 or less) --[[User:KaelGotRice|KaelGotRice]] 00:43, 26 December 2007 (EST)&lt;br /&gt;
::::You should post about this tool in the forums! [[User:Bartavelle|Bartavelle]] 06:17, 27 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Great frickin' utility.  If I find that haunted superdense 4x4 I'll let you know, I've been looking for it too.  (Terrifying's even better, as it is evil + savage.)&lt;br /&gt;
::Small request: add a &amp;quot;map legend&amp;quot; to the Utilities page or include one in the zip.  I've never seen those numbers displayed in the above screenshot, just #s and ~s.&lt;br /&gt;
::I saw one map where a red single ~ next to a long set of #s didn't turn up magma at any depth, so what you say about the local-map generator probably applies to features other than civilizations.--[[User:Maximus|Maximus]] 19:49, 26 December 2007 (EST)&lt;br /&gt;
:::A map key is a good idea.  I'll package one with the next release, and I'll throw up a quick one one on the utilities page as well.&lt;br /&gt;
:::The numbers in the screenshot are from my initial alpha test version, which I never released.  Do you think that I should put them in the normal tool, as an alternate display mode?  I thought they wouldn't be useful.&lt;br /&gt;
:::Was there any feature where the magma should have been?  Could it have drained out into the chasm?  If you still have the seed and location, I'll look at it.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:02, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Seed 92001, generated under .33e, I think.  [[:Image:92001_busy.png]]  It didn't drain into the chasm; there's no &amp;quot;empty space&amp;quot; anywhere in the column indicated by RP.  This is a really nice location btw; two chasms, surface and underground river and lake, steel, sand, pits, and my favorite, skeletal elephants.  There's over 200 hostiles on the map right at the outset.  However, the pits/cave river and magma/elephants are not near each other, requiring a starting location at least 7x10.&lt;br /&gt;
::::I don't think having RP display numbers is necessary.  I assume they indicate depth -- I'd rather know nothing about the actual placement of things as long as I know the grid contains the features I want.&lt;br /&gt;
::::Say, maybe you could create an automated map-searcher where you tick off what features you want and the searcher identifies starting locations containing them without telling you exactly where each feature is...--[[User:Maximus|Maximus]] 22:44, 26 December 2007 (EST)&lt;br /&gt;
:::::The numbers are the internal feature flag value.  2, for instance, is cave pool.  I have been pondering such a map searcher.  It would require extremely intimate knowledge of the internal map representation, which is presently beyond me.  Regional Prospector does its magic by hooking into the drawing of each map cell, so it doesn't have to traverse the data structures itself.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:59, 26 December 2007 (EST)&lt;br /&gt;
::::::If you're just hooking into the drawing of a map cell, couldn't you also add a call to something that would keep track of where, for instance, magma vents are? Something like that would make Ziusudra's magma search utility a lot faster; instead of waiting a quarter second and looking through the screen, such a search utility would scan across the map as fast as the game can update.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 00:16, 31 December 2007 (EST)&lt;br /&gt;
:::::::Maybe... Hmm.  Maybe.  I could make a list with little problem.  The hard part would be getting the info out.  I immediately envision a co-process, probably a custom debugger, that collects the information from code tweaks in DF.  And either that program, or an AHK script, would feed input to DF to traverse the map.  Hmm.  Really, this sounds like a project that's a couple orders of magnitude harder than RP was.  With RP, I just inject a few lines of carefully written assembly code.  Debuggers are hard.  Interesting idea, though.  Also, nice m-dash.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 01:24, 31 December 2007 (EST)&lt;br /&gt;
::::::::I only copy from the best :) But anyway, as long as you're injecting assembly code, couldn't you extend it to open a file and write out the interesting features it finds? This probably wouldn't work if you're limited to a certain amount of injected code; I have to say that I have absolutely no idea whether or not this would work as I've never done anything with x86 assembly, nor have I ever messed around with injecting code into memory.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:Tacroy|Tacroy]] 23:03, 31 December 2007 (EST)&lt;br /&gt;
:::::::::I theoretically could dump data to a file.  The limit on how much code can be injected is so high that it will never actually be hit in real-world use.  However, I would have to (&amp;lt;b&amp;gt;a&amp;lt;/b&amp;gt;) do all of the file operations myself using relocatable assembly code (which is even harder to write than normal assembly language), and (&amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;) track down the operating system call addresses &amp;lt;i&amp;gt;from scratch&amp;lt;/i&amp;gt;, the way viruses do.  (Have to do that because they can be at different addresses in different processes, so I can't just find them in the patcher process and copy them across.)  I estimate 1000-2000 lines of assembly, all carefully coded to not disrupt &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; itself.  Using a custom-built debugger might actually be easier.  I am, frankly, not eager to do such a project for little &amp;lt;u&amp;gt;personal&amp;lt;/u&amp;gt; gain.  &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; suits my needs and tastes quite well.  Now, if you can find someone else willing to do the gruntwork, I can give info such as good patch locations, and critique their techniques.  Though I probably am not willing to debug crashes &amp;amp;mdash; and crashes &amp;lt;u&amp;gt;will&amp;lt;/u&amp;gt; happen, and they can be weird and mysterious.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::::::::::Why don't you let the patcher do the grunt work to find the system function addresses, all you'd have to do is read in the entire EXE image from the DF processes. The relocatable assembly is still definitely going to be a pain. I'd look into doing it myself, but I've already got my plate full just trying to make DFUF useful.&amp;lt;br/&amp;gt;-- [[User:Jifodus|Jifodus]] 15:09, 1 January 2008 (EST)&lt;br /&gt;
:::::::::::That's a interesting thought.  Since the target is a single known executable, which almost certainly already imports the system calls I would need, I could indeed suck them out of the image.  So that counters point &amp;lt;b&amp;gt;b&amp;lt;/b&amp;gt;.  I'll give it some thought.  However if I do take on this project, I am actually leaning toward the custom debugger route.  I could use C that way.  And I'd learn more skills and techniques, I'm sure.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 16:49, 1 January 2008 (EST)&lt;br /&gt;
Maybe it's only me, and I'm doing something extremely stupid, but I can't get it to apply the patch. When I run the .exe it says that it can't find the files that it needs to patch, and suggests that they perhaps already are patched, which, of course, they aren't. I'm probably doing something stupid, aren't I? I suspected that I had possibly put it in the wrong place or something, so I ended up running it from a whole bunch of different DF folders. Alas, there wasn't any sort of readme to help us simple people. Help would be appreciated though, it sounds like a fantastic utility. I'm tired of looking for underground pools with the random chance method. I'm using .33g--[[User:Yabbadabba|Yabbadabba]] 00:55, 1 January 2008 (EST)&lt;br /&gt;
:Okay, lets cover the misconception first: it doesn't patch files.  It grabs the running copy of &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; by the &amp;lt;strike&amp;gt;balls&amp;lt;/strike&amp;gt; throat, and patches its memory.  But if &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; isn't running, you will get a different error message.  So it was running.  So... try this: quit out of &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt;, then start it back up.  When &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; is at the initial title screen, run the &amp;lt;b&amp;gt;RP&amp;lt;/b&amp;gt; utility.  Only once.  It should not give an error message.  In fact, it should give no feedback at all.  Then go back to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; and choose the &amp;lt;i&amp;gt;Start Playing&amp;lt;/i&amp;gt; menu choice.  When you're looking at the &amp;lt;i&amp;gt;Choose a Fortress Location&amp;lt;/i&amp;gt; screen, you should automatically be looking at a region which has mountains.  At this point, you should notice extra symbols on the local map view on the left of the screen.  Report back if this doesn't work, and we can do some diagnostics.  I do agree, there should be a readme to explain stuff, as well as give a map key of the new symbols.  Soon.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 1 January 2008 (EST)&lt;br /&gt;
::Hey, thanks for the help man. Worked like a charm. I guess I just ran it before it got to the main menu last time. Or maybe I opened it twice. Either way, cheers.--[[User:Yabbadabba|Yabbadabba]] 03:21, 1 January 2008 (EST)&lt;br /&gt;
I gotta say, this is an awesome utility, I was thinking, exactly, wouldn't it be cool if someone would make a program that would fool the main DF exec into rendering &amp;quot;hidden&amp;quot; features? And a couple months later, you make it. I don't exactly know how it works, but is there a way to do the same thing to the &amp;quot;region&amp;quot; map? (the one in the middle) like, for example show the tiles that have any magma with a red background. [[User:Sergius|Sergius]] 23:13, 4 January 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12301</id>
		<title>40d Talk:Fire-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire-safe&amp;diff=12301"/>
		<updated>2007-11-01T02:09:09Z</updated>

		<summary type="html">&lt;p&gt;Sergius: New page: There is a in-game distinction between fire-safe and magma safe. Apparently some stones are better at heat than others. Fire-safe are only meant for regular furnaces, not magma. (although ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is a in-game distinction between fire-safe and magma safe. Apparently some stones are better at heat than others.&lt;br /&gt;
Fire-safe are only meant for regular furnaces, not magma. (although magma resisting materials are also fire-safe, of course).&lt;br /&gt;
That's why I linked to two separate pages.&lt;br /&gt;
A suggestion could be to make a table of materials and check which one can withstand regular heat and which ones can withstand magma.&lt;br /&gt;
[[User:Sergius|Sergius]] 22:09, 31 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7801</id>
		<title>40d:Furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Furnace&amp;diff=7801"/>
		<updated>2007-10-31T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;Sergius: New page: Category:Buildings They must be built from fire-safe materials. Magma furnaces have to be built from magma-safe materials and must have magma accessible from below one of the 8...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Buildings]]&lt;br /&gt;
They must be built from [[fire-safe materials]].&lt;br /&gt;
Magma furnaces have to be built from [[magma-safe materials]] and must have magma accessible from below one of the 8 boundary tiles; this can be accomplished by digging a channel.&lt;br /&gt;
To start a task at a furnace, press {{K|q}} and move the cursor near to it.&lt;br /&gt;
&lt;br /&gt;
==Wood Furnace==&lt;br /&gt;
:Shortcut {{k|w}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Smelter==&lt;br /&gt;
:Shortcut {{k|s}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Glass Furnace==&lt;br /&gt;
:Shortcut {{k|g}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Kiln==&lt;br /&gt;
:Shortcut {{k|k}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Magma Smelter==&lt;br /&gt;
:Shortcut {{k|l}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Magma Glass Furnace==&lt;br /&gt;
:Shortcut {{k|a}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;br /&gt;
&lt;br /&gt;
==Magma Kiln==&lt;br /&gt;
:Shortcut {{k|n}}&lt;br /&gt;
:Materials Needed to Build -&lt;br /&gt;
:Items Made -&lt;/div&gt;</summary>
		<author><name>Sergius</name></author>
	</entry>
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