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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=125988</id>
		<title>v0.31:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_build&amp;diff=125988"/>
		<updated>2010-08-19T15:52:15Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Items for moods */ Bringing turtles/lobsters no longer provides shells for moods - shells are generated when processed, not eaten&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
A '''starting build''' is a personal ''strategy'' for choosing the initial supplies, equipment, and {{l|skill}}s of your initial seven dwarves when starting a new game in {{l|fortress mode}}. These skills and items which you assign to your dwarves will have a large impact on life in your new fortress, especially in its first year.&lt;br /&gt;
&lt;br /&gt;
This page attempts to give advice on some of the many gameplay elements which influence the flow of your game based on your goals. These include: choosing a ''fortress site'', the ''starting build'' itself, as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
But one thing should be made clear - there is no &amp;quot;best&amp;quot; build, no &amp;quot;perfect&amp;quot; or &amp;quot;clearly superior&amp;quot; final mix of skills and items.  There are too many variables to connect, not the least of which is... you! Your play style, what you, as an individual player, consider preferable for the proper mix of fun and challenge. And then there is the environment, where your dwarves will arrive, the creatures, the resources available, and so forth.&lt;br /&gt;
&lt;br /&gt;
Items are tied to starting skills, and starting skills are tied to the expected environment for your chosen embark, and all are tied to your preferences for playing the game - not all sites require (or invite) the same approach, and no two players would take the same approach to the same environment.&lt;br /&gt;
&lt;br /&gt;
So while suggestions can be made, and new ideas presented for your consideration, ultimately the final &amp;quot;best&amp;quot; mix for you will have to come from your experience, which will begin to grow during your first game. Without understanding &amp;quot;everything&amp;quot;, some decisions will just have to be guesswork - and even later you never know &amp;quot;everything&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
A starting build must be seen as a whole - the embark location affects the needed supplies, and influences what skills may be most needed or useful.  Along with this is player preferences - if you wish an economy based on {{l|prepared meal}}s, {{l|glass}}, or {{l|steel}}, each of those have very different requirements.  Likewise, if you want to play a military game, fighting off sieges with huge battles, that's a very different mix (and different site requirements) than if you want a calm location to build your perfect {{l|mega construction}}.  &lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
With only 7 dwarves, you can't take every {{l|skill}}, so you have to balance what you do take.  At this starting phase, each dwarf can only be assigned a maximum total of 10 skill levels, with no single skill starting higher than &amp;quot;5&amp;quot;.  With 7 starting dwarves, you could take no skills at all, or take 70 skills all at level 1, or 14 skills all at level 5* (2 per dwarf), the highest allowed at embark, or (most likely) something in between the last two, but closer to that last.  &lt;br /&gt;
&lt;br /&gt;
:''(* Note that an unskilled dwarf starts with all Skills at Level '''0'''.  Adding +5 Levels is then Level '''5'''.  This is true regardless of how many &amp;quot;points&amp;quot; a level costs when first buying skills at embark.)''&lt;br /&gt;
&lt;br /&gt;
Once play starts, dwarves can learn any and all skills - these choices only determine what sort of &amp;quot;head start&amp;quot; they have, what they are good at when they first hit the ground.  See {{l|experience}} for a discussion of increasing skills during game play.&lt;br /&gt;
&lt;br /&gt;
The considerations are several:&lt;br /&gt;
&lt;br /&gt;
:* Maximizing starting skill ranks vs. generalizing and having more skills covered at lower levels.&lt;br /&gt;
:* Balancing multiple skills for a single dwarf, so they aren't constantly needed for two different tasks at critical periods&lt;br /&gt;
:* Military vs economic needs&lt;br /&gt;
:* Your goals vs &amp;quot;basic survival needs&amp;quot; to keep your fortress healthy and happy.&lt;br /&gt;
:* Speed that a skill can be trained in game&lt;br /&gt;
:* Demand for a skill during a game&lt;br /&gt;
:* Whether quality or speed are significant considerations for tasks/final product&lt;br /&gt;
:* Balancing the desire to create {{l|wealth}} ''(with high-value products)'' with the need to maintain {{l|thought|morale}} ''(with low-value but commonly used products, like {{l|bed}}s, which normally are made from {{l|wood}})''.&lt;br /&gt;
:* &amp;amp; most importantly - ''your playstyle'' - what '''you''' think is &amp;quot;fun&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
While there are some arguable &amp;quot;no-brainer&amp;quot; choices (or are for each player, according to their playstyle), the final few selections are often a coin toss, or close to.  And there is often more than one way to skin a cat - in fact, while many players recommend ''never'' starting with more than one cat, starting with many cats (breeding them for leather, bones and meat) and a skilled {{l|leatherworker}} and/or {{l|bone carver}} is one way to go with (part of) a starting build.  Until you have some personal experience, the various suggestions and advice may mean little, but will have more meaning after your first fortress inevitably fails - {{l|Losing|losing is fun}}.&lt;br /&gt;
&lt;br /&gt;
So don't over-think it at first - you'll make a good guess, dive in, and learn far more than we can explain here.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The starting items are what is needed for your dwarves to survive until they are self-sufficient, or at least until the first yearly {{l|caravan}}s will keep them afloat. The first won't show up until Autumn, so that's more than 2 seasons your dwarves are on their own.&lt;br /&gt;
&lt;br /&gt;
A dwarf eats about 2 meals a season, and drinks a little more than 4 drinks in that same time. If you add your expected {{L|migrant}}s, multiply that by the number of seasons, you can estimate how much food and booze will be needed to get you safely through to the first {{L|caravan}} - barring {{L|losing|the unforeseen}}.  In your starting build, you can bring all of that, or your {{l|hunter}}s, {{l|Plant gathering|plant gatherers}}, {{l|fisherdwarf}}s, {{l|grower}}s and {{l|brewer}}s can provide some or most of it.  &lt;br /&gt;
&lt;br /&gt;
Similarly, most of the finished products are expensive to buy pre-embark, and so a minimum is recommended - maybe a pick or two for immediate mining and basic defense, maybe a (cheap?) axe* or two for better defense and cutting wood, thread, cloth or a rope for a {{l|well}}, maybe a few leather to make bags, and call it good.&lt;br /&gt;
&lt;br /&gt;
:''(* &amp;quot;Wooden practice axes&amp;quot; cost only 17P, and cut down wood just fine. They will be significantly weaker than metal axes in combat, but still far superior to {{L|wrestling}}, and you can {{l|Make your own weapons|DIY}} quickly enough.)''&lt;br /&gt;
&lt;br /&gt;
You can produce any and all of those from scratch if you are willing to wait - and your {{l|surroundings}} don't kill you first.  Raw materials are much cheaper, in the form of {{l|ore}}s, {{l|wood}}, {{l|leather}} and so forth, but whether you want to take the time at the start of the game is the question.  The trade-off is always a balance of cost savings vs. time savings when you first strike the earth.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
====Your civilization====&lt;br /&gt;
On the map menu, if you hit {{k|Tab}} twice, you will see a list of possible {{l |Civilization}}s that your dwarves can start from, if there is more than one. Each can have access to different starting equipment and material to offer you - some will be significantly better or worse supplied, and some may be lacking one key item you desire, while another will lack something else equally critical to your plan. Unfortunately you will only find out when selecting your items, after selecting a {{l|location}}. To chose another Civilization requires a start-over. Another important difference is whether your civilization is at {{l|war}} with one of the neighbours; This results in early attacks on your fort and, obviously, no trade {{l|caravan}}s from them.&lt;br /&gt;
&lt;br /&gt;
If you don't like the civilization you chose, or wish to compare what each has to offer, you must either finish the embark, &amp;quot;abandon&amp;quot; the fortress and then re-embark in the same location (using a '''saved''' copy of the game world!), or use {{k|Ctl}}+{{k|Alt}}+{{k|Del}} (or the equiv for your OS), shut down the game and restart it from scratch, then Start again, reload the game world, and find the same embark site - this is not difficult if you made careful notes, but is still a pain, no doubt.  &lt;br /&gt;
&lt;br /&gt;
Every such re-start gives you a different mix of dwarves with different names, {{L |attribute|attributes}}, {{L |personality|personalities}} and {{L |preferences}}, but the civilizations are part of the map and stay constant. The default civilization chosen for you will vary, however.&lt;br /&gt;
&lt;br /&gt;
===Saving a starting mix===&lt;br /&gt;
Once you have the mix of items and skills that you like, you can hit {{k|s}} and save it to a template with a custom name.  In a later game, you can pick that profile when you embark.  If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
&lt;br /&gt;
If you match skills to the {{l|preferences}} and {{L |personality|personalities}} of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
&lt;br /&gt;
If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can edit those in by hitting {{k|s}}, overwriting your old template.  &lt;br /&gt;
&lt;br /&gt;
:''(You can also go into the .txt file, located at data/init/embark_profiles, and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= &amp;quot;Play Now!&amp;quot; =&lt;br /&gt;
This option gives you an automatic, low-powered and generalized starting mix with no thinking involved.  If you select this option, you are ''immediately'' advanced to the game map with no chance to alter your starting skills or items.  &lt;br /&gt;
&lt;br /&gt;
When you pick this option, you currently{{version|0.31.12}} start with:&lt;br /&gt;
&lt;br /&gt;
'''Dwarves'''&lt;br /&gt;
:* Adequate {{l|Miner}} (+2 {{l|Experience|skill levels}}) &lt;br /&gt;
:* Novice {{l|Carpenter}}/ {{l|Bowyer}} (+1 skill level in each skill)&lt;br /&gt;
:* Novice {{l|Engraver}}/ {{l|Mason}}/ {{l|Mechanic}}/ {{l|Building designer|Building Designer}}&lt;br /&gt;
:* Novice {{l|Gem cutter|Gem Cutter}}/ {{l|Gem setter|Gem Setter}}/ {{l|Wood crafter}}/ {{l|Stone crafter}}/ {{l|Bone carver|Bone Carver}}&lt;br /&gt;
:* Novice {{l|Fisherdwarf}}&lt;br /&gt;
:* Novice {{l|Fish cleaner|Fish Cleaner}}/ {{l|Butcher}}/ {{l|Tanner}}/ {{l|Weaver}}/ {{l|Clothier}}/ {{l|Leatherworker}}&lt;br /&gt;
:And one &amp;quot;Leader&amp;quot;, with Novice in:&lt;br /&gt;
:* {{l|Wood cutter|Wood Cutter}}/ {{l|Brewer}}/ {{l|Cook}}/ {{l|Grower}}/ {{l|Herbalist}}/ {{l|Wood burner|Wood Burner}}/ {{l|Furnace operator|Furnace Operator}}/ {{l|Lye maker|Lye Maker}}/ {{l|Potash maker|Potash Maker}}&lt;br /&gt;
:''plus'' Competent in:&lt;br /&gt;
:* {{l|Wound dresser|Wound Dresser}}, {{l|Diagnostician}}, {{l|Surgeon}}, {{l|Bone doctor|Bone Doctor}}, {{l|Suturer}}.&lt;br /&gt;
&lt;br /&gt;
:''(Note that that last dwarf has far more &amp;quot;levels&amp;quot; in starting skills (by twice!) for a single dwarf than are allowed by &amp;quot;Planning Carefully&amp;quot;, below!)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
:* 2 Copper {{l|pick}}s &lt;br /&gt;
:* 2 Copper battle {{l|axe}}s&lt;br /&gt;
:* 1 Iron {{l|anvil}} &lt;br /&gt;
:* 60 units alcohol (20 each of 3 random types&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, 12 free barrels)&lt;br /&gt;
:* 5 ''each'' {{l|seed}}s&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; (&amp;amp; 6 bags)&lt;br /&gt;
:* 15 units of meat (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of fish (one random type, 10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 15 units of plump helmets (10 + 5 units in 2 barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
:* 5 pig tail fiber thread &lt;br /&gt;
:* 5 pig tail fiber cloth &lt;br /&gt;
:* 5 pig tail fiber bag &lt;br /&gt;
:* 3 pig tail fiber ropes &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints &lt;br /&gt;
:* 3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch &lt;br /&gt;
:* 2 dogs (random sex)&lt;br /&gt;
:* 2 cats (random sex)&lt;br /&gt;
:* 1 random cow/ox/mule/horse (random sex)&lt;br /&gt;
&lt;br /&gt;
::''Notes:''&lt;br /&gt;
:::1. ''There are only 4 different {{L |alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)''&lt;br /&gt;
:::2. ''The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, quarry bush.''&lt;br /&gt;
:::3. ''A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. ''&lt;br /&gt;
:::4. ''All wooden items will be of 1 type of wood.''&lt;br /&gt;
&lt;br /&gt;
As a challenge for an experienced player, this is not an uncommon choice.  But even as a starting player you can do much better if you choose the &amp;quot;'''Prepare for the journey carefully'''&amp;quot; option and do just that - prepare carefully, as described below...&lt;br /&gt;
&lt;br /&gt;
=&amp;quot;Prepare for the Journey Carefully&amp;quot;=&lt;br /&gt;
Good advice.  This option allows you complete control over your starting mix of skills and beginning items.  By default, your dwarves start with no skills, and you are offered the following items, which are very similar to the &amp;quot;Play Now&amp;quot; mix, but all are optional and can be sold back and changed according to your preferences.   Each item costs a number of &amp;quot;points&amp;quot; - you will buy ''both'' your starting items ''and'' the starting {{L |skills}} for your dwarves with one pool of combined points, 1274 total.  &lt;br /&gt;
&lt;br /&gt;
(This choice also allows you to select/create the {{l|Fortress name}} yourself, rather than have it randomly generated.)&lt;br /&gt;
&lt;br /&gt;
The point costs for the default items are listed below.&lt;br /&gt;
&lt;br /&gt;
::{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Default Items !! Cost&amp;lt;br /&amp;gt;(in &amp;quot;points&amp;quot;) !! Comments&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper {{l|pick}}s  || 88 (44 each) || for {{l|mining}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 Copper battle {{l|axe}}s || 136 (68 each) || weapons and {{l|woodcutting}}&lt;br /&gt;
|-&lt;br /&gt;
|  1 Iron {{l|anvil}}  || 100 || required for any&amp;lt;br /&amp;gt; metal working&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  20 alcohol, random&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || 40 (2 each) || 4 free barrels&lt;br /&gt;
|-&lt;br /&gt;
|  5 of each underground seed&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || | 30 6*5 (1 each) || 6 free bags&lt;br /&gt;
|-&lt;br /&gt;
|  15 meat of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 fish of one random (cheap) type || 30 (2 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  15 {{l|Plump helmet}}s || 60 (4 each) || 2 free barrels&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber thread || 60 (12 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber cloth || 70 (14 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  5 pig tail fiber bag || 100 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 pig tail fiber ropes || 60 (20 each) || &lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; buckets || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; splints || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  3 wooden&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; crutch || 30 (10 each) || medical&lt;br /&gt;
|-&lt;br /&gt;
|  No dogs, no cats || || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:1. There are only 4 different {{L|alcohol}}s possible at this stage, so if two or three of the same are randomly chosen, it's quite possible to start with 40 or 60 of the same type.  (A wider variety is usually better.)&lt;br /&gt;
:2. The six underground crops are: dimple cup, cave wheat, plump helmet, sweet pods, pig tail, and quarry bush.&lt;br /&gt;
:3. A barrel can hold up to 10 dry items (or 5 wet).  One of these barrels is only half full. &lt;br /&gt;
:4. All wooden items will be of 1 type of wood.&lt;br /&gt;
&lt;br /&gt;
With the above items, your point pool starts at '''300''' (visible in the lower right corner).  This is not ''close'' to enough points to buy full skills for all your dwarves, but you can sell back any or all of the above items that you choose and recover the points, spending them as you prefer.  There is no quick and easy solution to this, but the possible options are infinite*.  Returning all equipment is worth 1274 points total, but unused points are of no use after embark, once the actual gameplay starts, so spend now or waste them.&lt;br /&gt;
&lt;br /&gt;
:''(* Note that an anvil is needed to do any metalworking, and in turn cannot be created without another anvil. Selling your anvil back means you will not do any metalworking at least until the Autumn {{L |caravan}}, and then only if they bring one - which they 'usually' do, but not always. Next dwarven caravan is a year after that, and so on.)''&lt;br /&gt;
&lt;br /&gt;
=====Using the menu=====&lt;br /&gt;
Use {{k|Tab}} to switch between selecting Skills and Items. Use the 4 directional keys or number pad to navigate to highlight the different choices/columns, and {{k|+}} or {{k|-}} to choose more or less of the highlighted item or skill.  When viewing items, hit {{k|n}} to go to a menu for any &amp;quot;new&amp;quot; items, that are not currently listed, including any you removed by reducing the number to 0; select the item, hit {{k|Enter}}, then increase the number desired as above ({{k|+}} or {{k|-}}) in the main menu.&lt;br /&gt;
&lt;br /&gt;
If you cannot buy additional skill levels, you are out of points and must return some items for additional points.  Higher-priced items will automatically be removed from viewable new items if you do not have enough points for those selections, showing only what you can afford with your current points.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
At this stage, pre-embark, skills cost a number of starting points, equaling monetary value. Later, during fortress mode, all skills will be trained by practice, and &amp;quot;cost&amp;quot; is no longer a concern. All dwarves start with &amp;quot;No Skill&amp;quot; and the first additional skill level (Novice) costs 5 points.  To buy the next level would cost 6, and so on.  To buy up Proficient (the max allowed to start with), costs 5+6+7+8+9, or 35 points.  &lt;br /&gt;
&lt;br /&gt;
A dwarf can start with up to 10 additional levels, regardless whether that's 10 skills at Novice, or 2 skills at Proficient. So, if you are going to buy the maximum skills allowed (highly recommended), that can cost from between 50 to 70 points each, but is usually around 400-450+ for all 7 dwarves.&lt;br /&gt;
&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task and learn or improve that skill, even if they have no skill related to that labor when they start. Dwarves with little experience in a skill will work slowly and ineffectively, while dwarves with higher skill work faster and/or produce a significantly higher quality product. Some skills are not used often, and/or produce no &amp;quot;quality&amp;quot; in the final product, or produce qualities that have little impact on the game - for these it's questionable whether investing in high starting levels is worthwhile, but that's often a judgment call. Other skills might be very easy to level and as such, investing to them is fairly pointless headstart.&lt;br /&gt;
&lt;br /&gt;
{{l|Quality}} is a central concept in the game - it affects {{l|food}}, {{l|alcohol}}, and almost anything you will have your dwarves create in the game: {{l|trading}} goods, {{l|barrel}}s, {{l|clothing}}, {{l|armor}}, {{l|furniture}}, {{l|weapon|weapons}}, and so on. Quality also has a large effect on the worth of an item while {{l|trading}}. Using and seeing high-quality items gives dwarves happy {{l|thought}}s. This tends to decrease the incidences of {{l|tantrum}}s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
Some skills are also trained up fairly quickly or cheaply, especially where the task consumes no (valuable) materials, or doesn't matter in the final product - mining, furnace operator, wood cutting, butcher, tanner, glass making and (especially) {{l|administrator}} skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
==== Which skills do I need, really? ====&lt;br /&gt;
&lt;br /&gt;
The only thing that you absolutely must do in the first year is get your food supplies into a food stockpile, preferably inside, otherwise your food will rot on the ground and your dwarves will starve.  Anything else you want to do can be accommodated by sufficient investment in initial food supplies and/or skills.  This means the options for possible starting builds are vast because virtually any set of starting skills for your dwarves is viable (and that's before you even think about equipment, which adds more variables).  So the short answer is: none.&lt;br /&gt;
&lt;br /&gt;
That said, there are some skills which will be '''used''', to one extent or another, by virtually every fortress - but that doesn't mean you '''need''' or even want to invest points in them to start.  You could even manipulate the fortress (see {{l|challenge}}) to completely avoid one or more of the following, but these are the skills you will find it exceptionally hard to avoid creating jobs for:&lt;br /&gt;
:{{l|Mining}} - to dig your fortress, and gain stone for projects.  Only possible to avoid using if you're secretly an elf.&lt;br /&gt;
:* Inexperienced {{l|miner}}s work very slowly and are less likely to recover mined gems or valuable ores. Mining can be leveled up quite quickly by mining {{l|soil#soil|soil}}, but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
:{{l|Carpentry}} - {{l|bed}}s can only be produced from {{l|wood}} (rare {{l|mood}}s aside)&lt;br /&gt;
:*Carpentry is used, but opinions differ - on one hand, wood items are just not worth that much {{l|value}}-wise ''(10's of dwarfbucks vs 100's for stone furniture or 1000's for armor or prepared foods, for instance)'', so the difference in monetary value between high-quality and no-quality is minor for wood products. However, high-quality {{l|bed}}s are one of the easiest ways to help make and keep your dwarves {{l|thought|happy}} (since every dwarf will encounter a bed regularly), so some players swear by it.&lt;br /&gt;
:{{l|Masonry}} - to build walls and stairs, and fashion dwarven furniture from stone.  Possible to work around, but incredibly hard and annoying to do. &lt;br /&gt;
:{{l|Grower|Growing}} - your farmers' work echoes throughout so many other tasks, it's stunning&lt;br /&gt;
:* While its possible to feed your fortress on nothing but caravan goods, you'll never come by enough alcohol that way, so you'll eventually need to grow crops for brewing, and dwarves will literally go crazy if forced to drink nothing but water for long periods.  Thus you'll want to plan for farming eventually - not that you need to bring a highly skilled {{l|Grower}}, but it'll certainly be ''very'' helpful.  Likewise, a skilled {{l|brewer}} produces higher quality {{l|alcohol}} (''though the quality is hidden!)'', which improves your dwarves' mood, as does a skilled {{l|cook}} with the foods they prepare.  However, most food can be eaten raw, and so long as they are not starving there is life.&lt;br /&gt;
:{{l|Brewing}} - all dwarves &amp;quot;need alcohol to get through the working day&amp;quot;&lt;br /&gt;
:{{l|Mechanics}} - if you want traps, and most people will.  Also needed for most machinery, now more essential than ever since irrigating is no longer optional.&lt;br /&gt;
:{{l|Architecture|Building Designer}} - mandatory for some buildings and constructions, but skill only improves speed a tad and increases structure {{l|value}}&lt;br /&gt;
:{{L|Herbalist}} - Herbalism is good early source of food and more importantly, seeds you can plant in your outside farm plots.&lt;br /&gt;
:* Inexperienced {{l|herbalist|herbalists}} will gather stacks of only one or two {{l|plant}}s, and often nothing at all, and inexperienced {{l|farming|farmers}} will often plant stacks of only one or two plants.  This results in a small overall output which takes many {{l|container#container|containers}} to store in, less effective {{l|food}} preparation in the {{l|kitchen}}, and more space needed for {{l|stockpiles}}.&lt;br /&gt;
:{{l|Broker skills}} - most importantly {{l|appraiser}} - a minimum of Broker skills are highly recommended to start with at the Novice (1 pt) level - it'll make your life much easier (especially Novice level of {{l|Appraiser}}, at least, as it greatly facilitates trading).&lt;br /&gt;
:{{L|Record keeper}} - Lets you be able to see the exact amount of things you have much faster than training one, and is necessary to view the stocks screen.&lt;br /&gt;
&lt;br /&gt;
Of the above, Masonry, Growing, Brewing, Cooking, and Mechanics are generally worth considering as &amp;quot;highly desirable&amp;quot; starting skills for your dwarves.  &lt;br /&gt;
&lt;br /&gt;
Remember, '''any skill can be used untrained, and/or get trained on the job''' - it just means a slower process and/or average lower quality product than if done by a dwarf with a higher {{l|experience|skill level}}.&lt;br /&gt;
&lt;br /&gt;
Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is &amp;quot;Whichever ''you'' want&amp;quot;.  Choosing a mixture of these commonly used skills and your desired specialized skills will make starting up your fortress easier and more efficient.&lt;br /&gt;
&lt;br /&gt;
==== What considerations could inform my skill selection?====&lt;br /&gt;
&lt;br /&gt;
You will often want some optional skills, often vastly more than something as useful and desirable as even masonry.  For example, any player intending to do more than dabble in the metal industry may well want to start with multiple dwarves each highly skilled in at least one metal industry skill, especially those that produce goods with {{L|Quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
The following may influence your choices of skills:&lt;br /&gt;
&lt;br /&gt;
#Some skills are harder to gain experience in than others - requiring valuable resources or taking an extended period of time, and thus inconvenient to train from the ground up.  Investing in some of these extensively in your initial dwarves can make those industries much less painful to start.  For example, metal-related skills generally eat metal bars, and thus the less time you spend training metal workers up to a decent level, the faster they'll be churning out high-quality items for you, and the fewer bars they'll waste becoming skilled.  On the other hand, despite its importance, skills like mining train relatively quickly and barring extenuating circumstances (expected need to accomplish particular digging projects in the first month or you'll get mauled by a Giant for example) there's little need to actually invest your starting skills in it - they can learn on the job.  &lt;br /&gt;
#Keep in mind that some skills are used to make {{l|legendary artifact}}s, and successfully making an artifact will give the dwarf a lot of experience in the used skill.  It can be worth investing in some skills solely to bias your artifact skill pool in the hopes of getting a legendary dwarf in an industry you want to really get working on a year or two in. (See {{l|Strange mood}}s for more info.)&lt;br /&gt;
#If you plan on settling in a dangerous area, consider including at least some military skills, if not a dedicated {{l|soldier}}, or several.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of {{l|skeletal}} wildlife).&lt;br /&gt;
#Migrants can and will arrive with a wide selection of decently trained skills. While it is a gamble, chances are pretty decent that migrants will arrive with a highly trained skill that is also highly desirable and would usurp the job of one of the four starting ones. The first few migration waves are likely to give you a much better talent pool than what you can assign at embark.&lt;br /&gt;
#Skills rust if not used and they can eventually de-level. Consider that skills which you will use years after embark are going to be rusty or even deleveled.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
NEEDS REWRITING ONCE WE HAVE THE NEW DATA&lt;br /&gt;
&lt;br /&gt;
Another consideration are {{l|attributes}} - a dwarf with 10 skills at Novice each has 5000 {{l|Experience#Increasing skills|experience}}, or just over 2 {{l|attribute}}s, while a dwarf with 2 skills at Proficient has 7000 experience, or almost 3 attributes.  One extra Agility can make a big difference in tasks, one extra Strength or Toughness make the difference in an unexpected combat, etc. etc.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some {{l|skills}} are highly time-consuming, and working at different jobs levels up specific {{l|attribute}}s. One could level up a miner until he becomes mighty and ultra-tough - and then turn him into a soldier, or retire him to haul stone.  If you plan on doing so, it may not be a good idea to give this guy a second critical job that will demand a lot of time away from their focus.  There are many parts to a suit of armour, so armoursmithing will take more time than weaponsmithing - once you have one weapon per soldier, he's done.  Masons, miners, growers, and any craft that your fortress will base their economy off of (glass, stonecrafts, armour, etc) will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, another approach is to combine tasks into dwarves who will take care of a specific industry, or spend all their time in one generally narrow part of the fortress - the forges, or the kitchens, or outdoors, for instance.  So combining Farming with cooking, rather than mining, for example, and turn on only Haul Food, not Haul Stone.  Woodcutter/Herbalist/Mason/Axedwarf (for outdoor walls/projects) might be another combination - the possibilities are endless.&lt;br /&gt;
&lt;br /&gt;
Some combinations follow naturally in sequence to each other, but also can conflict with each other. One animal is butchered, then the leather is tanned, and the meat is cooked. But if you have 5 animals, several will rot before one dwarf can process all of those.  A highly skilled craftsdwarf is often better suited at sitting in their {{l|workshop}} and having others deliver raw materials to them, than going out and obtaining their own raw materials themselves.&lt;br /&gt;
&lt;br /&gt;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* '''Outdoors''': Woodcutter/Plant Gatherer. Add {{l|axeman|Axedwarf}} for added security. &lt;br /&gt;
* '''Mason+____''' : In many fortresses, the Mason is a very busy dwarf. He could be a spare miner, have abilities that are only rarely needed, or do tasks that can be accomplished quickly like {{l|building designer}}.&lt;br /&gt;
* '''Farmer/Cook, Farmer/Brewer'''. Basic two-person food team.&lt;br /&gt;
* '''Farmer/Herbalist, Farmer/Brewer/Cook'''. One bold dwarf to farm and venture outside looking for wild plants, the other to keep busy in the {{l|still}}, kitchen, and indoor farms.&lt;br /&gt;
* '''Boss''': Novice {{l|Negotiator}}/Novice {{l|Judge of intent}}/Novice {{l|Appraiser}}. This guy will be your {{l|Leader}} and {{l|Trader}}; you can make him {{l|record keeper}} too (the default), at least to start with.  Combine this with a single time-intensive task such as {{l|Masonry}} and optionally turn off all hauling tasks right at the start of the game.  Or keep him a generalist, or combine with one of the other options.&lt;br /&gt;
* '''Weaponsmith/Leatherworker''': If they're not arming your military, they're making leather armor for them.&lt;br /&gt;
* '''{{l|Craftsdwarf}}''', depending on your strategy - e.g. {{l|glass}} maker, {{l|weaponsmith}} or {{l|armorsmith}}, sometimes combined with related tasks from that industry ({{l|furnace operating}}, {{l|wood burner|wood burning}}). Typically an item hauler in the initial months of your fortress, this dwarf may become one of your most valuable dwarves later.&lt;br /&gt;
&lt;br /&gt;
Not all combinations have to &amp;quot;look right&amp;quot; together.  A weaponsmith will most probably not spend nearly 100% of their time creating weapons - what they do with the other part of their time may have nothing at all to do with forges or smithing.  &lt;br /&gt;
&lt;br /&gt;
* '''Grower/GemCutter''' (or Grower/x-Craft): When gems are found, he's there, otherwise he's outstanding in his fields.&lt;br /&gt;
* '''Mechanic/Brewer''': usually produces the mechanized defenses, but does moonshining when it's called for.&lt;br /&gt;
* '''Miner/______''': This dwarf will quickly become legendary in mining, and then retire to pursue something else full time. On call for important veins of high-value ore. &lt;br /&gt;
* '''Brewer/Appraiser/Leatherworker''': several typically low-demand skills&lt;br /&gt;
* '''StoneCrafter/Herbalist''' - after quickly finding above-ground plants for seeds for the first season, they never go back unless something goes wrong.&lt;br /&gt;
* '''(x-Craft)/Armor User''': Plan for the future - armor using is slow to train in if this dwarf is ever going to join the military.&lt;br /&gt;
&lt;br /&gt;
You can max out one skill and have several lower-level skills additionally, or just several skills that are not maxed out - the combinations are (almost) infinite.&lt;br /&gt;
&lt;br /&gt;
Combinations like these often have one {{l|moodable}} skill and one non-moodable (or a less desired moodable skill at lower level), so any mood will improve the desired one.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
{{l|Strange mood}}s will create a Legendary skill of the &amp;quot;moodable&amp;quot; skill with the highest level, and moods take hold of dwarves with different professions at different rates.  Some skills are &amp;quot;moodable&amp;quot; where others are not. Another consideration is to place desired moodable skills with non-moodable, to ensure that both the professions and highest skills stay as preferred.  Usually this involves one &amp;quot;craft&amp;quot; skill and one &amp;quot;farmer&amp;quot; type skill, such as Armor/Cook, or Weapon/Brewer.  This can take some manipulation, and is not of primary concern to many players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Matching skills to a dwarf's personal profile=====&lt;br /&gt;
Once you have your optimal skill mix for all 7 starting dwarves, you can, if you wish, take the time to {{k|v}}iew each of your individual dwarves and match skills to their {{l|preference}}s.  This can be very advantageous: if you have a dwarf who likes {{l|steel}}, {{l|clear glass}}, {{l|crossbow}}s, {{l|siege engine}} parts, or something else equally interesting, they're an ideal candidate for matching skills (specifically for these examples, {{l|armorsmith}}, {{l|glassmaker}}, {{l|bowyer}}, or {{l|siege engineer}}).&lt;br /&gt;
&lt;br /&gt;
Likewise, if they have any obviously relevant {{l|personality}} strengths or weaknesses, those should be factored in. Some are obscure or ambiguous, but some (&amp;quot;Is constantly active and energetic&amp;quot;) are a clear sign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
An experienced player can start out with no skills for their starting dwarves, 1 copper nugget and an anvil - and nothing else - and have {{l|Make_your_own_weapons#Minimalist_challenge_build|everything they need}}.  So what is &amp;quot;needed&amp;quot; is up to what you think is &amp;quot;fun&amp;quot; vs. &amp;quot;too hard&amp;quot; etc. etc. etc.&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan to {{l|Make your own weapons|DIY}}, you definitely need to bring one {{l|pick}} for each {{l|miner}}, and if you plan to gather wood, you need an {{l|axe}}, which will become a weapon in wartime.  Also a minimum of about 25-30* {{l|food}} and about 55-60* {{l|alcohol}}, which should get 7 dwarves through to the first {{l|caravan}} in Fall.  Everything else depends on your strategy and on how tough or leisurely a challenge you want the game to be.&lt;br /&gt;
&lt;br /&gt;
::''(* A single dwarf eats about 2x/season, and drinks about 4x/season.  With 7 dwarves that's ~approximately~ 14 meals per season and 28 alcohol per season, or ~28 meals and ~56 alcohol until the end of Summer.  The Caravan is due sometime in Autumn, usually early Autumn, in the second week or so, but the first won't have enough to keep you going until whenever the next one arrives.  Hopefully you'll have some food and brewing industry going by the first, or soon after.)''&lt;br /&gt;
&lt;br /&gt;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; (1, 11, 21, etc.), and alcohols in amounts ending in a &amp;quot;1&amp;quot; or &amp;quot;6&amp;quot;.  This is to maximize the number of free {{l|barrel|barrels}} you start with; dry foodstuffs fit 10/barrel, and (pre-embark) alcohol fits 5/barrel.  More barrels will let you build a larger stockpile for your first winter and conserves the {{l|wood}} you need to cut and shape in the early game for beds and other necessities.  (Seeds are 100/bag, and you don't need near that many of any one type, so 6 bags max with this approach. Even if you don't plan on growing much {{l|cave wheat}}, starting with 1 seed and getting the free bag, and planting that one seed later and dumping the result could be worth it.) Also note that multiple types of meat taken from the same animal (warthog meat and warthog tripe, for example) will be packed into a single barrel on embark, instead of separate barrels (as of version 31.04). &lt;br /&gt;
&lt;br /&gt;
===== Items for moods =====&lt;br /&gt;
When a dwarf is taken by a {{l|strange mood}}, he often needs obscure material or he will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder-to-find ores ({{l|cassiterite}}, {{l|sphalerite}}, {{l|bismuthinite}}, {{l|garnierite}}), and putting those aside, forbidding their use &amp;quot;just in case&amp;quot;, is spending a few points on an insurance policy. Bringing along a few bits of cloth thread is also a good idea.  Just in case.&lt;br /&gt;
&lt;br /&gt;
===== Free Equipment =====&lt;br /&gt;
&lt;br /&gt;
Dwarves who start with the ambusher skill may get some leather {{l|armor}}, a crossbow and some bolts for free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANOTHER POINT THAT NEEDS MORE RESEARCH&lt;br /&gt;
: As of 27.176.40, this appears to only be true if they have no civilian trade skills - military and social skills are fine, and administrator skills so long as they are not higher than Ambusher.  Replace any of those skills with something civilian and they show up in street clothes.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--For DF2010&lt;br /&gt;
So far all my hunters have had no free starting gear (3 Ambush, 5 marks, 1 armor user, 1 hammer)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DF2010&lt;br /&gt;
As long as Ambusher is the highest non-social and non-military skill, the dwarf will show up with a set of leather armor, a metal crossbow, and metal bolts. For this reason, it's advantageous to give at least Novice Ambusher to any &amp;quot;leader&amp;quot; or military dwarves you embark with. You can then disable their Hunting labor so the designated hunter can get some extra gear.&lt;br /&gt;
&lt;br /&gt;
====Different starting cultures====&lt;br /&gt;
Before actually hitting &amp;quot;embark&amp;quot;, you often have the option to choose one of several starting dwarven cultures (one of the options shown when you {{k|Tab}} through the various sub-screens). Different cultures will have different meats, fish, stones and etc to offer, and occasionally even different types of armour.  The only way to know which is &amp;quot;best&amp;quot; is to remember ''exactly'' where on the 3 maps your embark site is, select one culture, embark and see what they have to offer, then hit {{k|Esc}} and  &amp;quot;abandon game&amp;quot;, and try it again with a different culture and compare. A real pain, sometimes. (Make a note about your exact starting location, don't trust it to memory.)  In general, civilizations that occupy more world-map tiles offer more types of goods, both for embark and for trade. &amp;lt;!-- Somewhat verified on DF2010; this held true on two generated small worlds, saving a 4-tile civ that had 3 more rock types than a 5-tile civ. It seems the same as 40d. 0x517A5D --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Site considerations =&lt;br /&gt;
Each fortress {{l|location}} offers particular challenges and opportunities, and can make different demands on your starting build. The starting builds below should be adjusted depending on the {{l|region}} your fort occupies, the specific vision you have of your fortress, and what it will take to {{l|losing|stay alive}} where you're going!&lt;br /&gt;
&lt;br /&gt;
The differences include what {{l|biome}}s, {{l|region}}s and stone {{l|layer}}s are present in your chosen embark site, as viewable on the starting menu.&lt;br /&gt;
&lt;br /&gt;
=== General Surroundings ===&lt;br /&gt;
Simply put, if your {{l|surroundings}} are {{l|evil}} or {{l|savage}}, your dwarves have a higher risk of suddenly facing personal combat before they are safely behind their defenses.  Consider bringing extra weaponry, in the form of axes, picks or crossbows (see {{l|Starting_builds#Free_Equipment|free equipment}}).  Hand in hand with those, consider skill mixes that include {{l|axedwarf}}, {{l|mining}} (the skill used to wield a pick), {{l|marksdwarf}}, or {{l|wrestling}} (a solid unarmed-combat skill).&lt;br /&gt;
&lt;br /&gt;
The same is true if you are embarking near an exposed magma vent or an open chasm - these features can be seen on the embark map, but it's impossible to tell if they are &amp;quot;open&amp;quot; to the surface or not, until you are there in person.&lt;br /&gt;
&lt;br /&gt;
Be sure to include some source of {{l|water}} on the map, preferably running {{l|water}}.  Water is (almost) essential for any fortress.  In Cold and Freezing climates  streams and {{l|lake}}s will often be frozen year-round and your dwarves may quickly die of exposure, in Hot climates {{l|murky pool}}s will dry up, and in Dry ones rain will only rarely re-fill them, if ever.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
===Aquifers===&lt;br /&gt;
If an {{l|aquifer}} is present in the first soil or stone layers (visible on the pre-embark menu), it may bar all access to {{l|stone}} and {{l|ore}} until you find a way through the water barrier.  Consider bringing some stone for building, and ore for your first basic needs. This may be critical to getting your fortress running smoothly.&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Mountains often have abundant {{l|ore}}s, but at the loss of trees and plants. In previous versions lacking {{L|cavern}}s, this was a serious drawback. In DF2010, brave pioneers can dig down into the caverns to find essentials like water, mud, and plants. However, players should be aware that above-ground crops will not grow in mountain biomes, no matter how muddy you may make the surface.&lt;br /&gt;
&lt;br /&gt;
Depending on the exact layers, it's common to find exposed {{l|vein}}s of useful {{l|ore}}s that can be immediately mined for {{l|Make your own weapons|DIY}} weapons and tools.&lt;br /&gt;
&lt;br /&gt;
=== Wooded/Plains ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  Advantages over mountain zones include abundant trees and plants and (unless frozen) more abundant water.  There are even (rare) magma vents. More water also means a high likelyhood of an {{l|aquifer}} being present. Make sure to check on embark.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is the potential lack of exposed {{l|stone}} to mine. The first level(s) below the surface is often {{l|soil}} of some type, which offers no building materials.  However, soil is mined much more quickly than stone (x3-x4 faster), and expansive accommodations (rooms) can be achieved quickly even by untrained miners.  You will find stone, you just have to go down a bit for it - but that's what dwarves do, isn't it?&lt;br /&gt;
&lt;br /&gt;
{{l|Experience|Training}} a {{l|Miner}} from No Skill to Proficient takes &amp;lt;NEED NEW TIME&amp;gt; in soil, and to Legendary in less than &amp;lt;DITTO&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Oceanside ===&lt;br /&gt;
With many features in common with some of the above locations, {{l|beach}}es are often a mix of ease intermingled with bouts of extreme difficulty. Minerals and trees are often abundant, as well as farmland and sand, but there is often no drinking water unless the biome has a flowing {{l|water}} of some sort. &lt;br /&gt;
&lt;br /&gt;
By definition, the settlement will fall between (at least) two {{l|biome}}s (one land, one water), potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the {{l|terrifying}} ocean is full of amphibious zombie {{l|whale}}s.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren ===&lt;br /&gt;
Treeless (or near-treeless) {{l|biome}}s are challenging sites for a fortress: you get most of the disadvantages of a flatland site without having access to nearly as many trees and plants.  However, near-lifeless zones such as {{l|glacier}}s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  {{l|Desert}}s and barren areas often have sand; with a sufficient source of energy (preferably magma), you can build almost anything out of unlimited glass.&lt;br /&gt;
&lt;br /&gt;
Hunters should be replaced with fisherdwarves and a fish cleaner (although the latter can be easily trained).  Depending how much water vs. land, more starting wood and ores might be helpful.  Swimming is rarely useful in Fortress mode, even at the beach, and can be trained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sample starting builds==&lt;br /&gt;
To use an example starting build, open data/init/embark_profiles.txt and paste the text into it. Next time you embark, the profile will appear as a possible group to take. Using embark profiles is faster than planning carefully, but totally skips dwarf personality. Dwarves are simply assigned first come, first served.&lt;br /&gt;
=== BillyBob and the Rock Nuts ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
!Profession&lt;br /&gt;
!Skills&lt;br /&gt;
|-&lt;br /&gt;
|FarmerBrewer&lt;br /&gt;
|Grower-5, Brewer-5&lt;br /&gt;
|-&lt;br /&gt;
|MinerMason&lt;br /&gt;
|Mining-5, Masonry-3, Engraving-2&lt;br /&gt;
|-&lt;br /&gt;
|MinerJeweller&lt;br /&gt;
|Mining-5, Masonry-2, GemCutting-4&lt;br /&gt;
|-&lt;br /&gt;
|LumberjackHerbalist&lt;br /&gt;
|Woodcutting-4,Herbalism-4, Axedwarf, Armor, Carpentry&lt;br /&gt;
|-&lt;br /&gt;
|CookDoctor&lt;br /&gt;
|Cook-3, Threshing-2, Diagnose, DressWounds, Suture, SetBones, Surgery&lt;br /&gt;
|-&lt;br /&gt;
|CarpenterLeader&lt;br /&gt;
|Carpentry-4, Leadership-3, Negotiate, Appraisal, Record Keeper&lt;br /&gt;
|-&lt;br /&gt;
|CrafterArchitect&lt;br /&gt;
|Stonecraft-5, Building Designer-3, Mechanic&lt;br /&gt;
|}&lt;br /&gt;
The lumberjack is the only one that _has_ to go outside, and all the rest can work indoors. Two main sources of income are farming (Sweet Pods-&amp;gt;Dwarven Syrup) and Rock Crafting (to buy elven wood/barrels).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[PROFILE]&lt;br /&gt;
	[TITLE:BillyBob and the Rock Nuts]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:1:DETAILSTONE:3]&lt;br /&gt;
	[SKILL:1:MASONRY:2]&lt;br /&gt;
	[SKILL:2:MINING:5]&lt;br /&gt;
	[SKILL:2:MASONRY:1]&lt;br /&gt;
	[SKILL:2:CUTGEM:4]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:4]&lt;br /&gt;
	[SKILL:3:CARPENTRY:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:3]&lt;br /&gt;
	[SKILL:3:AXE:1]&lt;br /&gt;
	[SKILL:3:ARMOR:1]&lt;br /&gt;
	[SKILL:4:CARPENTRY:4]&lt;br /&gt;
	[SKILL:4:NEGOTIATION:1]&lt;br /&gt;
	[SKILL:4:APPRAISAL:1]&lt;br /&gt;
	[SKILL:4:RECORD_KEEPING:1]&lt;br /&gt;
	[SKILL:4:LEADERSHIP:3]&lt;br /&gt;
	[SKILL:5:BREWING:5]&lt;br /&gt;
	[SKILL:5:PLANT:5]&lt;br /&gt;
	[SKILL:6:PROCESSPLANTS:2]&lt;br /&gt;
	[SKILL:6:COOK:3]&lt;br /&gt;
	[SKILL:6:DRESS_WOUNDS:1]&lt;br /&gt;
	[SKILL:6:DIAGNOSE:1]&lt;br /&gt;
	[SKILL:6:SURGERY:1]&lt;br /&gt;
	[SKILL:6:SET_BONE:1]&lt;br /&gt;
	[SKILL:6:SUTURE:1]&lt;br /&gt;
	[SKILL:7:STONECRAFT:5]&lt;br /&gt;
	[SKILL:7:MECHANICS:1]&lt;br /&gt;
	[SKILL:7:DESIGNBUILDING:4]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:2:WEAPON:ITEM_WEAPON_AXE_BATTLE:INORGANIC:COPPER]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:INORGANIC:IRON]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]&lt;br /&gt;
	[ITEM:11:DRINK:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]&lt;br /&gt;
	[ITEM:12:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]&lt;br /&gt;
	[ITEM:11:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]&lt;br /&gt;
	[ITEM:11:MEAT:NONE:CREATURE_MAT:MARMOT_HOARY:STOMACH]&lt;br /&gt;
	[ITEM:11:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]&lt;br /&gt;
	[ITEM:1:THREAD:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:1:CLOTH:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BOX:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:2:CHAIN:NONE:PLANT_MAT:GRASS_TAIL_PIG:THREAD]&lt;br /&gt;
	[ITEM:3:BUCKET:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:SPLINT:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:2:CRUTCH:NONE:PLANT_MAT:ALDER:WOOD]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:CREATURE_MAT:WARTHOG:MUSCLE]&lt;br /&gt;
	[PET:2:DOG:FEMALE:TRAINED_WAR]&lt;br /&gt;
	[PET:1:DOG:MALE:TRAINED_WAR]&lt;br /&gt;
	[PET:2:CAT:FEMALE:STANDARD]&lt;br /&gt;
	[PET:1:CAT:MALE:STANDARD]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tatter's Ragtime Band===&lt;br /&gt;
&lt;br /&gt;
Designed to pair important time-consuming skills with important but quickly completed skills, moodable skills with non-moodable skills, and generally embark only with skills that can't be trained from &amp;quot;unskilled&amp;quot; quickly (for example, no mining skills). Tailored to minimize bugs in versions 31.01 - 31.04.&lt;br /&gt;
*Boss: 5 points in Armor User, 1 point in Appraiser, Negotiator, Judge of Intent, Record Keeper, and Organizer. Will be your chief miner, militia commander, and all-around noble early on, and almost certainly will become expedition leader as well (sending your expedition leader out to fight is near-suicidal due to the bugs that occur in versions 31.01 through .04 if he dies, but the Armor User skill will minimize that risk). As other dwarves arrive with mining and/or noble skills (even if they aren't as high-level as the Boss's), replace the Boss with them as soon as possible, to relieve his workload. Keep the Boss as your militia commander and broker, mining mostly to train his skill with a pick (the official training methods are also bugged in versions 31.01 through 31.04 and will prevent your dwarf from ever performing other tasks), until a dwarf with better skills for these tasks arrives. If you embark with dogs, give the Boss the Animal Trainer labor as well and have him train them into War Dogs for extra protection. (Moodable skill: Mining)&lt;br /&gt;
*Doc: 5 points in Carpentry, 1 point in Diagnostician, Bone Doctor, Surgeon, Suturer, and Wound Dresser. A doctor that can make his own beds, splints, and crutches (and tables and cabinets, if you have an excess of wood). Make him Chief Medical Dwarf right away, but replace him as soon as a better Diagnostician comes along. Make him a Plant Gatherer and Wood Cutter as well (until immigrants with better skills arrive), to give him something to do when he has nothing to build and nobody to heal. (Moodable skill: Carpentry)&lt;br /&gt;
*Rock Farmer: 5 points in Grower, 5 points in Gem Cutting. Farming is more difficult to set up than it used to be, but no less time consuming. Gem Cutting takes little time and provides the fortress with the highest-value, lowest-weight trade items you're likely to find early on. You can also make him a Plant Processor and/or Miller if you need the materials for emergency mood satisfaction and/or cooking, but these skills should be provided at higher levels by immigrants fairly quickly, and cloth isn't critical for an early fortress (hunt and butcher wildlife with your militia instead, and make bags/clothes out of leather). Give him the Mining labor at least, though, as all dwarves who aren't Wood Cutting or Hunting should be available as backup miners and emergency militia. (Moodable skill: Gem Cutting)&lt;br /&gt;
*Embalmer: 5 points in Brewing, 5 points in Leatherworking. Makes leather bags and armor early in the game, alcohol later. Assign him the Tanner and Butcher labors as well, until immigrants with better skills arrive, and the Miner labor, for the reasons stated above. (Moodable skill: Leatherworker)&lt;br /&gt;
*Iron Chef: 5 points in Cooking, 5 points in Weaponsmithing. Makes the steel when he isn't making a meal. Assign him the Furnace Operator and Wood Burner labors, until immigrants with better skills arrive, and the Miner labor on general principles. If you're unlucky with immigrants, or determined to make additional forges or metal armor right away, you can give him the Armorer and Blacksmith labors as well. (Moodable skill: Weaponsmith)&lt;br /&gt;
*Architect: 5 points in Mason, 5 points in Building Designer. Unlocks all buildings from the start, and will build nice ones that improve dwarven moods. The sheer amount of construction needed to build a secure and functional initial fort quickly may make it a good idea to turn OFF all labors for the Architect except Mason and Building Designer, at least until everyone and everything is safely underground. If you ever do finish building everthing you need, give him back any labors you turned off, and add Engraver (train him by smoothing stone first) and Miner labors as well. (Moodable skill: Mason)&lt;br /&gt;
*Mech Pilot: 5 points in Mechanic, 5 points in Siege Operator. If you ever plan on using siege engines to defend your fort (and you will eventually need them when Titans and/or Demons show up), then having at least one high-skill Siege Operator is vital. Unfortunately, it can take years of practice to raise Siege Operator skill to the level you can embark with, if you're unlucky enough to only get unskilled or novice Siege Operators as immigrants. This way, you're guaranteed to have at least one good Siege Operator (assuming he's still alive) when the large-sized foes show up, and until then, you have a Mechanic that will build your best defenses against anything else. Give him the Siege Engineer labor until more skilled immigrants arrive, and the Miner labor for good measure. (Moodable skill: Mechanic)&lt;br /&gt;
Crafting and Gem Setter skills should be available through immigrants, but the Stonecraft skill can be trained up easily and cheaply from nothing by any dwarf that spends much time idle, if you absolutely must have something quickly. Fishing and Hunting can likewise usually wait until immigrants arrive with these skills. Chasing wolves around with your militia can be frustrating, but eventually one of them will make the mistake of trying to stand and fight, and even simple clothes can deflect most animals' teeth, claws, and horns (just don't go after bears without metal armor!). Note that the official method of hunting has been reported bugged in versions 31.01 through 31.03, but in 31.04 I have had no problem as long as I remember to use the Military -&amp;gt; Ammunition screen to assign bolts to the &amp;quot;Hunter&amp;quot; squad, and use the Order command to make dwarves gather dead bodies from outside.&lt;br /&gt;
&lt;br /&gt;
Recommended embark items:&lt;br /&gt;
*1+ copper picks (use any leftover embark points to buy up to 5 spares)&lt;br /&gt;
*1 iron anvil, to guarantee you can make more picks quickly.&lt;br /&gt;
*1 wooden training axe, or battle axe if the &amp;quot;training axes can chop down trees&amp;quot; exploit is ever fixed. This will keep you from being left without fuel for the forge if you run out of wood, but can be skipped if you're embarking to an area where there are no trees (or if you're going to DIY it).&lt;br /&gt;
*1+ of each type of seed, mostly for the bags, as you will probably be surface farming with gathered plants until the caravans arrive anyhow. Note that quarry bush seeds are edible, and dwarves will often consume your whole initial stockpile before you can plant them.&lt;br /&gt;
*25-30 units of meat/fish, one from each different animal or fish that is available to your culture for 2 embark points per unit. This will give you enough meat to keep your dwarves fed until the first caravan arrives, and the maximum number of free barrels as well. Meat is generally preferred by dwarves over organs that aren't prepared in a kitchen first (meaning the barrels will be empty and available for other uses faster). Note that some animals may not have meat available (vermin like cave spiders, for example), in which case organs are preferable to nothing at all.&lt;br /&gt;
*21 each of dwarven ale, dwarven beer, and dwarven rum. Dwarven wine will be produced in large quantities on site once subterranean farming is ready to grow Plump Helmets, and this should be enough alcohol to keep your dwarves happy until a caravan arrives with more if you need it.&lt;br /&gt;
*Anything else that you may need more of than the site can provide right away:&lt;br /&gt;
**Wood, if the biomes are devoid of trees (glacier, mountain, desert, etc.).&lt;br /&gt;
**Metal ore, if you have plenty of trees but may need more/better metal than you are likely to find immediately (savage/evil biomes).&lt;br /&gt;
**Metal bars, if you need metal but trees are scarce.&lt;br /&gt;
**Weapons and armor, if you are mad enough to take on a Terrifying biome.&lt;br /&gt;
**Flux stone, if you want to make steel quickly but the embark site lacks chalk, limestone, or dolomite (marble and calcite are normally only found far too deep to be of much early use).&lt;br /&gt;
**Dogs, if you want a decent &amp;quot;militia&amp;quot; fairly quickly. Build a kennel and have the Boss train them into War Dogs. One male and the rest females will produce more dogs as quickly as possible.&lt;br /&gt;
**Plaster bags, for the hospital. You can usually find some plaster-making stones on site, but turning them into bags of plaster powder for setting bones is a difficult, time consuming, and fuel burning process, until you can build magma kilns. On the other hand, if you aren't expecting serious combat before the caravans arrive, you can usually buy more than you will ever use from them fairly cheap.&lt;br /&gt;
**Sand bags, for the bags. Dump the sand, keep the bag. Only 1 point each, but you probably won't need very many bags quickly after embark, so don't go overboard.&lt;br /&gt;
**Plump Helmets, as an emergency food/alcohol supply if you anticipate problems making a subterranean farm. Buy in quantities ending in 1, for the maximum number of free barrels.&lt;br /&gt;
&lt;br /&gt;
===Elfhater's &amp;quot;Start With Steel Without Paying (Much) For It&amp;quot; Strategy===&lt;br /&gt;
&lt;br /&gt;
This is a strategy for a component of a starting build.  It shows you how to get a steel axe/pick for 75 points.  The steel axe is a very good weapon, and the pick is useful itself.&lt;br /&gt;
&lt;br /&gt;
'''Before Embark'''&lt;br /&gt;
*No picks or axes&lt;br /&gt;
*2 iron ore (hematite, limonite, or magnetite)&lt;br /&gt;
*2 flux stones (calcite, chalk, dolomite, limestone, or marble)&lt;br /&gt;
*5 logs&lt;br /&gt;
*Skills: Furnace Operator, Wood Burner, Metalsmith and Weaponsmith&lt;br /&gt;
&lt;br /&gt;
'''After Embark'''&lt;br /&gt;
*Deconstruct wagon (this gets you three wood)&lt;br /&gt;
&lt;br /&gt;
*Build a wood furnace with a flux stone&lt;br /&gt;
**Make '''one''' ash&lt;br /&gt;
**Make '''seven''' charcoal&lt;br /&gt;
**Deconstruct the furnace&lt;br /&gt;
&lt;br /&gt;
*Build a smelter using the ash&lt;br /&gt;
**Smelt both iron ores into iron bars&lt;br /&gt;
**Smelt '''one''' iron bar into pig iron&lt;br /&gt;
**Smelt iron bar and pig iron bar into steel&lt;br /&gt;
**Deconstruct the smelter&lt;br /&gt;
&lt;br /&gt;
*Build a metalsmith's forge using the ash&lt;br /&gt;
**Make '''one''' steel axe&lt;br /&gt;
**Cut down (at least) one tree&lt;br /&gt;
**Deconstruct forge&lt;br /&gt;
&lt;br /&gt;
*Build a wood furnace using the ash&lt;br /&gt;
**Burn wood&lt;br /&gt;
**Deconstruct wood furnace&lt;br /&gt;
&lt;br /&gt;
*Build a metalsmith's forge using the ash&lt;br /&gt;
**Make '''one''' steel pick.&lt;br /&gt;
&lt;br /&gt;
*End with One Steel pick and one Steel Axe for less Embark points then a copper pick and copper axe.&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=87135</id>
		<title>v0.31:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=87135"/>
		<updated>2010-04-08T18:46:19Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Magma-safe material */ Celsius value for sphalerite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt or burn when in close contact with {{l|magma}}. Most frequently, this comes into play when using {{l|floodgate}}s operated by {{l|mechanism}}s.&lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your {{l|mechanic}}, ideally by placing a restricted {{l|stockpile}} around your {{l|mechanic's workshop}}.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a {{l|pressure plate}}), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using {{l|screw pump}}s to pump the magma over {{l|wall}}-barriers, or using water to form {{l|obsidian}} to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ({{l|Wall}}, {{l|Floor}}, {{l|Ramp}}, and {{l|Stairs}}) of any material can never melt or burn - there is nothing wrong with a {{l|wood}}en magma reservoir.  Natural (but not constructed) {{l|ice}} walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* {{l|Fortification}}s will allow the passage of {{l|magma}}, but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near the magma. They are not affected by fortifications, grates, or even solid walls.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  {{l|Pump}}s are a positive defense, but can change the dynamics of fluid {{l|pressure}}.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), {{l|door}}s, {{l|floodgate}}s, and raised {{l|bridge}}s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* All parts of a {{l|pump}}, except for the passable tile, provided that none of the components are made of wood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NEED TO RECHECK THIS!&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
{{l|Glass}} behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass {{l|instrument}}s will melt in magma.  However, glass {{l|furniture}} will not.  So glass {{l|statue}}s, {{l|screw pump}}s, and {{l|floodgate}}s are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
Glass barriers still require magma-proof mechanisms to operate without deconstructing.&lt;br /&gt;
&lt;br /&gt;
   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes doors, hatches, floodgates, bridges, pumps and mechanisms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Alunite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=13,690°U (3722°F/2051°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Anhydrite}}|Appear={{Raw Tile|v|#fff|#ccc}} {{Raw Tile|•|#ccc|#000}}|Temp=12,610°U (2642°F/1450°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Basalt}}|Appear={{Raw Tile|#|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=often found near/around volcanoes}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Bauxite}}|Appear={{Raw Tile|+|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,600°U (3632°F/2000°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Calcite}}|Appear={{Raw Tile|&amp;quot;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,902°U (2934°F/1613°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chert}}|Appear={{Raw Tile|&amp;amp;#61;|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=13,101°U (3133°F/1723°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chromite}}|Appear={{Raw Tile|&amp;amp;#61;|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,645°U (3677°F/2026°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Dolomite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=16,507°U (6539°F/3619°C)|Notes=flux stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Gabbro}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Ilmenite}}|Appear={{Raw Tile|.|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,457°U (2489°F/1365°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Kaolinite}}|Appear={{Raw Tile|&amp;amp;#61;|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,150°U (3182°F/1751°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Mica}}|Appear={{Raw Tile|v|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,295°U (2327°F/1275°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Obsidian}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,600°U (3632°F/2001°C)|Notes=value 3 stone, volcanic, can be &amp;quot;{{l|obsidian farming|manufactured}}&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Olivine}}|Appear={{Raw Tile|%|#080|#ccc}} {{Raw Tile|•|#080|#000}}|Temp=13,168°U (3200°F/1761°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Orthoclase}}|Appear={{Raw Tile|%|#ff0|#ccc}} {{Raw Tile|•|#ff0|#000}}|Temp=12,250°U (2282°F/1250°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Periclase}}|Appear={{Raw Tile|,|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=15,040°U (5072°F/2803°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Petrified wood}}|Appear={{Raw Tile|%|#f00|#ccc}} {{Raw Tile|•|#f00|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Pitchblende}}|Appear={{Raw Tile|*|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Quartzite}}|Appear={{Raw Tile|-|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Rutile}}|Appear={{Raw Tile|`|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=13,285°U (3214°F/1826°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Sandstone}}|Appear={{Raw Tile|#|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Talc}}|Appear={{Raw Tile|&amp;amp;#124;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,700°U (2732°F/1500°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Adamantine}}|Appear=|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Iron}}|Appear=|Temp=12,768°U (2800°F/1538°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Nickel}}|Appear=|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|nickel silver}}|Appear=|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Pig iron}}|Appear=|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Platinum}}|Appear=|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Steel}}|Appear=|Temp=12,718°U (2750°F/1510°C)|Notes=armour/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Cassiterite}}|Appear={{Raw Tile|£|#880|#ccc}} {{Raw Tile|*|#880|#000}}|Temp=12,025°U (2057°F/1124°C)|Notes=tin ore, used in bronze &amp;amp; pewter alloys}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Galena}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=12,005°U (2037°F/1113°C)|Notes=lead/silver ore}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Hematite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#800|#ccc}} {{Raw Tile|*|#800|#000}}|Temp=12,736°U (2768°F/1520°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Magnetite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=12,768°U (2800°F/1538°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Native platinum}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=13,182°U (3214°F/1768°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''{{l|Sphalerite}}''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=&amp;lt;s&amp;gt;''12,133°U (2165°F/1185°C)''&amp;lt;/s&amp;gt;|Notes=zinc ore - '''''See Notes&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl={{l|Raw adamantine}}|Appear={{Raw Tile|£|#0ff|#ccc}} {{Raw Tile|*|#0ff|#000}}|Temp=25,000°U (15,032°F/8333°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 {{L|color scheme|colors}} in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
&lt;br /&gt;
:2. '''U&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;''' = degrees in [[Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at 12,005°U or 55,000°U - they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:3. There are 3 iron ores in the game - of those three, note that only {{l|Limonite}} is ''not'' magma safe.&lt;br /&gt;
&lt;br /&gt;
:4. ''Sphalerite has &amp;quot;no&amp;quot; melting point, but '''boils''' at 12,133°U - further research is necessary in this context - use at your own risk for the time being. This is accurate for the actual rock, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.''&lt;br /&gt;
''&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=87109</id>
		<title>v0.31:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma-safe&amp;diff=87109"/>
		<updated>2010-04-08T18:30:49Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Magma-safe material */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Magma-safe materials''' are materials which will not melt or burn when in close contact with {{l|magma}}. Most frequently, this comes into play when using {{l|floodgate}}s operated by {{l|mechanism}}s.&lt;br /&gt;
&lt;br /&gt;
In order to construct mechanisms from a magma-safe stone, simply ensure that they are the closest available stone to your {{l|mechanic}}, ideally by placing a restricted {{l|stockpile}} around your {{l|mechanic's workshop}}.&lt;br /&gt;
&lt;br /&gt;
When linking a trigger to an object, the ''first'' mechanism selected is attached to the object, and the ''second'' is attached to the trigger.  Unless the trigger itself will be submerged in magma (as could be the case with a {{l|pressure plate}}), only the first mechanism (attached to the object that will be submerged) need be magma-safe. If you do not have any magma-safe stones available, you can also work around floodgate-based flow control by using {{l|screw pump}}s to pump the magma over {{l|wall}}-barriers, or using water to form {{l|obsidian}} to plug flows and channel through them to reopen them (necessity and invention and all that).&lt;br /&gt;
&lt;br /&gt;
Constructions that resist magma are:&lt;br /&gt;
&lt;br /&gt;
* Constructions ({{l|Wall}}, {{l|Floor}}, {{l|Ramp}}, and {{l|Stairs}}) of any material can never melt or burn - there is nothing wrong with a {{l|wood}}en magma reservoir.  Natural (but not constructed) {{l|ice}} walls/floors/ramps/stairs may melt however.&lt;br /&gt;
* {{l|Fortification}}s will allow the passage of {{l|magma}}, but not the assorted magma creatures. Fire snakes are vermin, so they can spawn anywhere near the magma. They are not affected by fortifications, grates, or even solid walls.  Also, there is a bug with fluids which may sometimes let magma (and water) push living things through barriers such as fortifications, bars and grates.  {{l|Pump}}s are a positive defense, but can change the dynamics of fluid {{l|pressure}}.&lt;br /&gt;
* If not submerged (that is, not opened to let magma flow over/past/around them), {{l|door}}s, {{l|floodgate}}s, and raised {{l|bridge}}s (provided that there is no magma on the space the bridge would occupy when lowered) of non-magma-safe stone or metal are safe. So long as they are just in contact with magma, only acting as a passive &amp;quot;wall&amp;quot;, they are fine. If opened, they will melt.&lt;br /&gt;
** Raised drawbridges have a notable exception, in that allowing magma to flow over the area that the bridge would normally occupy when lowered ''will'' cause the bridge's components to heat up and potentially melt.&lt;br /&gt;
* All parts of a {{l|pump}}, except for the passable tile, provided that none of the components are made of wood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NEED TO RECHECK THIS!&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
{{l|Glass}} behaves oddly in regards to magma.  Glass is, in itself, not magma safe; glass {{l|instrument}}s will melt in magma.  However, glass {{l|furniture}} will not.  So glass {{l|statue}}s, {{l|screw pump}}s, and {{l|floodgate}}s are all fine when submerged in magma.  Forum link with experiments: http://www.bay12games.com/forum/index.php?topic=27423.msg333562#msg333562&lt;br /&gt;
&lt;br /&gt;
Glass barriers still require magma-proof mechanisms to operate without deconstructing.&lt;br /&gt;
&lt;br /&gt;
   --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Game calculations ==&lt;br /&gt;
In the game, magma's temperature is exactly 2,032°F, or about 1,111°C. This is also 12,000° {{l|Temperature scale|Urist}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma-safe material==&lt;br /&gt;
&lt;br /&gt;
The following materials will not melt when submerged in magma. Although true for any item/construction, it's worth specifically mentioning that this includes doors, hatches, floodgates, bridges, pumps and mechanisms.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Editors: For your convenience, a BLANK ROW TEMPLATE:&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type= |Matl= |Appear= |Temp= |Notes= }}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MS table head}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Alunite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=13,690°U (3722°F/2051°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Anhydrite}}|Appear={{Raw Tile|v|#fff|#ccc}} {{Raw Tile|•|#ccc|#000}}|Temp=12,610°U (2642°F/1450°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Basalt}}|Appear={{Raw Tile|#|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=often found near/around volcanoes}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Bauxite}}|Appear={{Raw Tile|+|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,600°U (3632°F/2000°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Calcite}}|Appear={{Raw Tile|&amp;quot;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,902°U (2934°F/1613°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chert}}|Appear={{Raw Tile|&amp;amp;#61;|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=13,101°U (3133°F/1723°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Chromite}}|Appear={{Raw Tile|&amp;amp;#61;|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,645°U (3677°F/2026°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Dolomite}}|Appear={{Raw Tile|`|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=16,507°U (6539°F/3619°C)|Notes=flux stone}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Gabbro}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,160°U (2192°F/1200°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Ilmenite}}|Appear={{Raw Tile|.|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,457°U (2489°F/1365°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Kaolinite}}|Appear={{Raw Tile|&amp;amp;#61;|#800|#ccc}} {{Raw Tile|•|#800|#000}}|Temp=13,150°U (3182°F/1751°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Mica}}|Appear={{Raw Tile|v|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=12,295°U (2327°F/1275°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Obsidian}}|Appear={{Raw Tile|▒|#888|#ccc}} {{Raw Tile|•|#888|#000}}|Temp=13,600°U (3632°F/2001°C)|Notes=value 3 stone, volcanic, can be &amp;quot;{{l|obsidian farming|manufactured}}&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Olivine}}|Appear={{Raw Tile|%|#080|#ccc}} {{Raw Tile|•|#080|#000}}|Temp=13,168°U (3200°F/1761°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Orthoclase}}|Appear={{Raw Tile|%|#ff0|#ccc}} {{Raw Tile|•|#ff0|#000}}|Temp=12,250°U (2282°F/1250°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Periclase}}|Appear={{Raw Tile|,|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=15,040°U (5072°F/2803°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Petrified wood}}|Appear={{Raw Tile|%|#f00|#ccc}} {{Raw Tile|•|#f00|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Pitchblende}}|Appear={{Raw Tile|*|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Quartzite}}|Appear={{Raw Tile|-|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,970°U (3002°F/1650°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Rutile}}|Appear={{Raw Tile|`|#808|#ccc}} {{Raw Tile|•|#808|#000}}|Temp=13,285°U (3214°F/1826°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Sandstone}}|Appear={{Raw Tile|#|#880|#ccc}} {{Raw Tile|•|#880|#000}}|Temp=12,070°U (2102°F/1149°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Stone|Matl={{l|Talc}}|Appear={{Raw Tile|&amp;amp;#124;|#fff|#ccc}} {{Raw Tile|•|#fff|#000}}|Temp=12,700°U (2732°F/1500°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Adamantine}}|Appear=|Temp=25,000°U (15,032°F/8333°C)|Notes=Highest value/utility material in game}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Iron}}|Appear=|Temp=12,768°U (2800°F/1538°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Nickel}}|Appear=|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|nickel silver}}|Appear=|Temp=12,619°U (2651°F/1455°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Pig iron}}|Appear=|Temp=12,106°U (2138°F/1170°C)|Notes=used in steel making process}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Platinum}}|Appear=|Temp=13,182°U (3214°F/1768°C)|Notes=High value metal}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Metal|Matl={{l|Steel}}|Appear=|Temp=12,718°U (2750°F/1510°C)|Notes=armour/weapons}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Cassiterite}}|Appear={{Raw Tile|£|#880|#ccc}} {{Raw Tile|*|#880|#000}}|Temp=12,025°U (2057°F/1124°C)|Notes=tin ore, used in bronze &amp;amp; pewter alloys}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Galena}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=12,005°U (2037°F/1113°C)|Notes=lead/silver ore}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Hematite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#800|#ccc}} {{Raw Tile|*|#800|#000}}|Temp=12,736°U (2768°F/1520°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Magnetite}}&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|~|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=12,768°U (2800°F/1538°C)|Notes=iron ore&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl={{l|Native platinum}}|Appear={{Raw Tile|£|#fff|#ccc}} {{Raw Tile|*|#fff|#000}}|Temp=13,182°U (3214°F/1768°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Ore|Matl=''{{l|Sphalerite}}''&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|Appear={{Raw Tile|£|#888|#ccc}} {{Raw Tile|*|#888|#000}}|Temp=&amp;lt;s&amp;gt;''12,133°U (2165°F)''&amp;lt;/s&amp;gt;|Notes=zinc ore - '''''See Notes&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;'''''}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Special|Matl={{l|Raw adamantine}}|Appear={{Raw Tile|£|#0ff|#ccc}} {{Raw Tile|*|#0ff|#000}}|Temp=25,000°U (15,032°F/8333°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Leather|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Fire imp}}|Appear=|Temp=15,000°U (5032°F/2780°C)|Notes=}}&lt;br /&gt;
{{MS table row|Type=Bone|Matl={{l|Dragon}}|Appear=|Temp=55,000°U (45032°F/25,044°C)|Notes=}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
:1. Each stone is one of 16 {{L|color scheme|colors}} in the game.  Different un-mined stone of the same color have a different symbol to distinguish between them.  Once mined, the individual stones themselves can sometimes look identical if the color is the same. Use {{k|k}} to loo{{k|k}} at items or the terrain for specific information.&lt;br /&gt;
&lt;br /&gt;
:2. '''U&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt;''' = degrees in [[Urist]], the measure of temperature within the Dwarf Fortress world. As far as is known, there is no functional difference between a material that melts at 12,005°U or 55,000°U - they are both equally &amp;quot;magma safe&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:3. There are 3 iron ores in the game - of those three, note that only {{l|Limonite}} is ''not'' magma safe.&lt;br /&gt;
&lt;br /&gt;
:4. ''Sphalerite has &amp;quot;no&amp;quot; melting point, but '''boils''' at 12,133°U - further research is necessary in this context - use at your own risk for the time being. This is accurate for the actual rock, which sublimes at this temperature rather than having a liquid state, but how it behaves in Dwarf Fortress may be unclear.''&lt;br /&gt;
''&lt;br /&gt;
{{Magma FAQ}}&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=58949</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=58949"/>
		<updated>2009-12-01T11:03:46Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Additional in-game languages (v0.17) */ 0.17c fixes it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
0x1      =???         &lt;br /&gt;
dead?    =Kills creature when used with 'dead'&lt;br /&gt;
0x4      =???&lt;br /&gt;
artifact =designates whether creature has created an artifact&lt;br /&gt;
0x10     =hostile        &lt;br /&gt;
0x20     =???   &lt;br /&gt;
merch1?  &lt;br /&gt;
caravan guard?&lt;br /&gt;
0x100         &lt;br /&gt;
0x200         &lt;br /&gt;
!unitlist     &lt;br /&gt;
liaison?      &lt;br /&gt;
zombie        &lt;br /&gt;
skel          &lt;br /&gt;
working       &lt;br /&gt;
prone         &lt;br /&gt;
0x1.4         &lt;br /&gt;
inv1          &lt;br /&gt;
hidden        &lt;br /&gt;
inv2          &lt;br /&gt;
0x1.5         &lt;br /&gt;
0x2.5         &lt;br /&gt;
0x4.5         &lt;br /&gt;
0x8.5         &lt;br /&gt;
0x1.6         &lt;br /&gt;
0x2.6         &lt;br /&gt;
tame          &lt;br /&gt;
0x8.6         &lt;br /&gt;
r.guard       &lt;br /&gt;
f.guard       &lt;br /&gt;
0x4.7&lt;br /&gt;
0x8.7&lt;br /&gt;
0x1b&lt;br /&gt;
0x2b&lt;br /&gt;
0x4b&lt;br /&gt;
0x8b&lt;br /&gt;
0x10b&lt;br /&gt;
0x20b&lt;br /&gt;
0x40b&lt;br /&gt;
dead&lt;br /&gt;
vanish?&lt;br /&gt;
0x200b&lt;br /&gt;
0x400b&lt;br /&gt;
0x800b&lt;br /&gt;
0x1000b&lt;br /&gt;
winded?&lt;br /&gt;
0x4000b&lt;br /&gt;
ground&lt;br /&gt;
flying&lt;br /&gt;
slaughter&lt;br /&gt;
underwrld&lt;br /&gt;
can't eat&lt;br /&gt;
0x1.5b&lt;br /&gt;
0x2.5b&lt;br /&gt;
0x4.5b&lt;br /&gt;
visitor?&lt;br /&gt;
0x1.6b&lt;br /&gt;
0x2.6b&lt;br /&gt;
0x4.6b&lt;br /&gt;
0x8.6b&lt;br /&gt;
0x1.7b&lt;br /&gt;
winded?&lt;br /&gt;
0x4.7b&lt;br /&gt;
tame2&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;br /&gt;
&lt;br /&gt;
== Additional in-game languages (v0.17) ==&lt;br /&gt;
&lt;br /&gt;
If you have additional languages modded into the game, out-of-the-box DwarfCompanion 0.17 will bomb with an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 477, in getCreature&lt;br /&gt;
    name = self.getName(c, details)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 323, in getName&lt;br /&gt;
    lastname = self.printName(table, lang)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 219, in printName&lt;br /&gt;
    lastname += self.rwords[lang][v]&lt;br /&gt;
IndexError: list index out of range&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it work, count the number of languages you have (but not language_SYM.txt).&lt;br /&gt;
&lt;br /&gt;
Find the line in dwarfdbg.py which reads:&lt;br /&gt;
&lt;br /&gt;
:for race in range(4):&lt;br /&gt;
&lt;br /&gt;
Replace the 4 with the number of languages you have, run again, and it should work fine.&lt;br /&gt;
&lt;br /&gt;
As of 0.17c this is no longer necessary.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58886</id>
		<title>Utility:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:Dwarf_Companion&amp;diff=58886"/>
		<updated>2009-11-30T08:51:57Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* How to install and run it */ - All-in-one installer page has broken link; need to reboot after installing modules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Utilities]]&lt;br /&gt;
[[Image:dfcompanion1.png|thumb|This is a preliminary screenshot of the prototype.]]&lt;br /&gt;
= What? =&lt;br /&gt;
&lt;br /&gt;
This project is about having a helper utility for dwarf fortress, hopefully filling gaps in the user interface. It will also allow some cool cheating, so that it would be possible to play with the engine. For example, you can now mark your nobles as butcherable! Ain't that cool?&lt;br /&gt;
&lt;br /&gt;
For now, a '''PROTOTYPE''' utility is available, for testings. It uses python and requires many dependencies. It will end up as a standard .exe tool once features are ironed out.&lt;br /&gt;
&lt;br /&gt;
It supports version 40d16, supposedly. The latest screenshot is at [http://bartabox.banquise.net/df/screen1.png this place].&lt;br /&gt;
&lt;br /&gt;
= Important warning =&lt;br /&gt;
When fiddling with DF memory, you might get crashes. Here are two important advices:&lt;br /&gt;
* when writing into memory (like updating a creature's data), pause the game, load the data, update it, save it and then unpause the game&lt;br /&gt;
* do not teleport creatures that are hauling&lt;br /&gt;
&lt;br /&gt;
= Self-packaged executables =&lt;br /&gt;
There is an executable version by [[User:Valdemar|Valdemar]] available that does not require Python or any of the other of the dependencies to be installed. Unzip it and run &amp;quot;dfcompanion_prototype.exe&amp;quot; to bring up the core companion window. The scripts available in the pure python version also have exe equivalents:&lt;br /&gt;
* revealVeins.exe - run with no arguments to reveal all vein tiles&lt;br /&gt;
* reveal.exe - run with no arguments to reveal the whole map (very slow, a C utility like Tweak is recommended for this task)&lt;br /&gt;
* designator.exe - see [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
* changeProfession.exe - run through command prompt like &amp;quot;changeProfession [id] [profession]&amp;quot; where id is the ID of the dwarf you want to change (find this through core companion; pull up the profile of a dwarf and look in the window title) and profession is the profession to change to (Mason, Peasant, Speardwarf, etc)&lt;br /&gt;
&lt;br /&gt;
[http://www.pindi.us/files/df/dfcompanion-0.16-exe.zip Download (Version 0.16)].&lt;br /&gt;
&lt;br /&gt;
= How to install and run it =&lt;br /&gt;
You need to install several things first. Do it right, or it will not work.&lt;br /&gt;
&lt;br /&gt;
* [http://www.python.org/download/ Python] (should work with any version)&lt;br /&gt;
* from [http://sourceforge.net/projects/gladewin32/files/ this page], the latest &amp;quot;Gtk+/Win32 Runtime Environment Installer&amp;quot; (the files named gtk-dev-*, NOT GLADE). With the -dev packages you do not need to install all the docs and includes, just the runtime environment.&lt;br /&gt;
&lt;br /&gt;
* For users of the -any versions, or python 2.4 users, you must:&lt;br /&gt;
** Install the three modules from [http://www.pygtk.org/downloads.html this page] (PyCairo, PyGObject, PyGTK)&lt;br /&gt;
** Grab the software, v0.17b, at [http://bartabox.banquise.net/df/companion-0.17b-any.zip this place].&lt;br /&gt;
&lt;br /&gt;
* Reboot your computer. Although the software doesn't demand it, if you don't do so Python won't know where to find modules, leading to errors.&lt;br /&gt;
* Double click on &amp;quot;dfcompanion_prototype.py&amp;quot;!&lt;br /&gt;
&lt;br /&gt;
= Problems? =&lt;br /&gt;
* Some black window flashes and nothing happens!&lt;br /&gt;
You should run it from the command line. Start / run / cmd.exe. Then type&lt;br /&gt;
----&lt;br /&gt;
cd c:\where\companion\is\located\&lt;br /&gt;
dfcompanion_prototype.py&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
You can copy by clicking on the top-right icon, and click copy in the Edit submenu. Then select with mouse, and press enter to copy.&lt;br /&gt;
&lt;br /&gt;
* The error message is something about a not finding pygtk, pycairo or pygobject&lt;br /&gt;
You didn't install properly the 3 modules at the pygtk site (see link in the how section).&lt;br /&gt;
&lt;br /&gt;
* The error messages says it can't find a dll&lt;br /&gt;
The GTK runtime environment is not properly installed.&lt;br /&gt;
&lt;br /&gt;
* The error messages says something like &amp;quot;g_assert_warning not found in libglib-2.0.0.dll&amp;quot;&lt;br /&gt;
There is a DLL conflict. You should reinstall the GTK runtime environment. If this fails, you have to find the old DLL that is staying somewhere on your system and remove it. Probably in c:\windows\system32\&lt;br /&gt;
&lt;br /&gt;
= Usage - what can you do? =&lt;br /&gt;
First run Dwarf Fortress, and load your game. It won't work otherwise.&lt;br /&gt;
&lt;br /&gt;
The general idea is to have the main window open next to your DF windows. It should help you play the game by providing useful hints while playing. Order dwarves using the column &amp;quot;alerts&amp;quot; so that most important stuff is on top : hungry, unhappy, moody, hurt dwarves. You can play with creatures and view detailled views of their attributes by double clicking them. Right now, you can interact by:&lt;br /&gt;
* clicking &amp;quot;heal&amp;quot;, heals creature&lt;br /&gt;
* clicking &amp;quot;hurt&amp;quot;, hurts creature&lt;br /&gt;
* clicking &amp;quot;apply&amp;quot;, saves the following changes:&lt;br /&gt;
** position X,Y,Z&lt;br /&gt;
** strength, agility, toughness&lt;br /&gt;
** all flags (the checkbox stuff), most being unknown, please let us know about their use if you get it!&lt;br /&gt;
** pain, exhaustion, hunger, thirst, drowsiness&lt;br /&gt;
** race (still needs to be tested!)&lt;br /&gt;
** mood type (fey, macabre, ...), and mood skill increased&lt;br /&gt;
&lt;br /&gt;
Interesting effects are [http://mkv25.net/dfma/movie-236-lazydwarvesmustdie butcherable dwarves] and [http://img184.imageshack.us/img184/7919/straydognz6.jpg Corbine's crazy dogs]. Oh, and skeletal legendary miners that turn against your fortress.&lt;br /&gt;
&lt;br /&gt;
= Random questions =&lt;br /&gt;
* How to prevent a dwarf from bleeding to death ? Turn him zombie. It will make him hostile, but cure his bleeding. Turn him back when happy.&lt;br /&gt;
* Reveal like tools and discovering the underground features : you have to uncover a tile belonging to an underground feature for it to be officially found. Just unreveal some tiles and dig through them.&lt;br /&gt;
&lt;br /&gt;
= dwarfdbg scripts =&lt;br /&gt;
Here is a collection of scripts that wouldn't fit in DC but might be useful. Copy them in the DC folder and run them.&lt;br /&gt;
* [http://bartabox.banquise.net/df/butchercats.py butchercats.py] : marks all &amp;quot;unintersted&amp;quot; cats and kitten as ready for slaughter.&lt;br /&gt;
* Soon, the &amp;quot;designator&amp;quot;, with a list of cool stuff : [[User:Bartavelle/DesignatorTiles]]&lt;br /&gt;
&lt;br /&gt;
= Changelog =&lt;br /&gt;
* utils.zip : initial test, some bugs with accents&lt;br /&gt;
* utils.0.1.zip : corrected problem with bad characters&lt;br /&gt;
* utils.0.2.zip : corrected problem with long strings&lt;br /&gt;
* utils.0.3.zip : corrected problem with creatures not in legends&lt;br /&gt;
* utils.0.4.zip : quick (untested) upgrade to v0.27.169.33g&lt;br /&gt;
* companion.0.5-any.zip - 07/01/2008&lt;br /&gt;
** Skill edition&lt;br /&gt;
** Removed the dependency on pydbg, should now work with python 2.x&lt;br /&gt;
** Incomplete linux support, for those people who go on holiday with only their linux laptops ...&lt;br /&gt;
** More details in the flags names&lt;br /&gt;
** Disabled the regular refreshes for now&lt;br /&gt;
** Body part name is resolved when showing damages&lt;br /&gt;
** Right-click popup with quick features : heal, hurt, tame, make war animal, rest and restore&lt;br /&gt;
** Civilization altering (steal that merchant swordsman!)&lt;br /&gt;
* companion.0.6-any.zip - 22/01/2008&lt;br /&gt;
** Better error handling for Window users, should help debugging ...&lt;br /&gt;
** Firstname and nickname editor (finally)&lt;br /&gt;
** Money warnings, and money cheat&lt;br /&gt;
** Combat reports in DF mode&lt;br /&gt;
** Bleeding/Paralysis/ ... can be tweaked&lt;br /&gt;
** &amp;quot;Opinion poll&amp;quot;&lt;br /&gt;
** More details&lt;br /&gt;
** Instamood!&lt;br /&gt;
* companion.0.7-any.zip - 07/02/2008&lt;br /&gt;
** Couples list&lt;br /&gt;
** Name editor&lt;br /&gt;
** Right click / zoom now works&lt;br /&gt;
** Support for 38a&lt;br /&gt;
* companion.0.8-any.zip - 13/02/2008&lt;br /&gt;
** Removal of the couple list, should hopefully fix bugs&lt;br /&gt;
** Several scripts for more fun&lt;br /&gt;
** Better support for stuff&lt;br /&gt;
** Should be &amp;quot;final&amp;quot; of the prototype, next step will probably involve working on a standalone .exe, and the occasionnal fun script&lt;br /&gt;
* companion.0.9-any.zip - 18/02/2008&lt;br /&gt;
** Quick update to fix for the new DF version.&lt;br /&gt;
* companion.0.9-any.zip - 26/02/2008&lt;br /&gt;
** Another quick fix for 38b&lt;br /&gt;
* companion.0.12-any.zip - 18/07/2008&lt;br /&gt;
** tons of changes, this specific version just keeps up with DF&lt;br /&gt;
* companion.0.13-any.zip - 18/08/2008&lt;br /&gt;
** compatibility with 39f, should not work with previous versions&lt;br /&gt;
** zoom feature is disabled, because of UI changes&lt;br /&gt;
** added bugged slow reveal script :)&lt;br /&gt;
* companion.0.14-any.zip - 14/09/2008&lt;br /&gt;
** zoom is back&lt;br /&gt;
** custom alerts are easier to add&lt;br /&gt;
** corrected the map offsets, added a &amp;quot;revealVein.py&amp;quot; script&lt;br /&gt;
* companion.0.15-any.zip&lt;br /&gt;
** linux support is back&lt;br /&gt;
** and now, it is fast&lt;br /&gt;
* companion.0.16-any.zip - 05/10/2009&lt;br /&gt;
** solves bug with additionnal languages&lt;br /&gt;
* companion.0.17-any.zip - 27/11/2009&lt;br /&gt;
** d16 support&lt;br /&gt;
** ASLR support&lt;br /&gt;
&lt;br /&gt;
= thanks =&lt;br /&gt;
* the memory hackers!&lt;br /&gt;
* Phil, for the clever python tricks&lt;br /&gt;
* Corbine, for early testings, bug discovery, and flags discovery&lt;br /&gt;
* sinoth, for early testings, bug discovery&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking|DwarfCompanion]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=58852</id>
		<title>Utility Talk:Dwarf Companion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Dwarf_Companion&amp;diff=58852"/>
		<updated>2009-11-29T10:08:26Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Additional in-game languages (v0.17) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I did some cleaning (actually I just removed most of it).&lt;br /&gt;
&lt;br /&gt;
== Compatibility with Mods ==&lt;br /&gt;
&lt;br /&gt;
Was working with the Dig Deeper mod, and found that it doesn't work with modded in creatures at all. That's a let-down. [[User:Jwguy|Jwguy]] 07:55, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not working ==&lt;br /&gt;
&lt;br /&gt;
I'm on 40d, and have followed the instructions on the page, (GTK Win32 runtime, Python 2.5, All three modules, and the Program), started the program up before and after Dwarf Fortress, just to see if I did it wrong the first time, and it doesn't work. The Program just has some category tabs and a few buttons, but never shows any data. [[User:Jwguy|Jwguy]] 18:31, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Additionally, in case it might help, all I am getting is a single box with Refresh, All Creatures, Only Dwarves, etc. There doesn't seem to be a load function or anything. I'd really appreciate some help with this. [[User:Jwguy|Jwguy]] 18:41, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Here's a screenshot of what I am dealing with, also: http://i64.photobucket.com/albums/h178/Jwguy/Notworking2.jpg . It was also suggested to me that I may need something called Pango, which doesn't seem to be mentioned on the wiki, anywhere. [[User:Jwguy|Jwguy]] 21:06, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
** I believe I was able to correct the problem. Apparently, the program is centered around the C:/ drive only. I normally play Dwarf Fortress from my portable hard-drive, and tried initializing the program on both devices. After a bit of trial and error, I moved both to my desktop, and it seems to work, now. Hopefully, if anyone else has this problem, they can fix it like this; I still can't get my dwarves to stop dying from heat after running through a flow of lava, though. I threw them in water, doused the clothes and healed, but I digress. [[User:Jwguy|Jwguy]] 00:31, 30 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
There are a few known bugs :&lt;br /&gt;
* exhaustion is sometimes maxed out when you edit a creature&lt;br /&gt;
* bleeding seems not to be stoppable in most case : just turn the creature undead&lt;br /&gt;
* if there is a problem related to python and/or gtk, just make sure you followed the installation instructions. If it doesn't work anyway, it is unlikely I can help you (would be a python or gtk problem, not a DC problem)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Feature requests! ==&lt;br /&gt;
&lt;br /&gt;
What would be the chances of dwarf item manipulation?  I'd love to be able to get rid of the rotting clothes that these stinking dwarves insist on wearing. [[User:Aristoi|Aristoi]] 15:01, 20 May 2009 (UTC)&lt;br /&gt;
:Or maybe destroy that burning fire imp fat... [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Most Dwarves acquire dabbling level in all the social skills very quickly, which leaves these skills at the top of their skill list for all time.  Even if they later become a Legendary Mason, you still have to scroll down to see it.  Can you add something that reorders their skills by highest level, so the things they're best at show up first?  --[[User:Oddrune|Oddrune]] 05:19, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion - Cheating Fun in Adventure Mode! ==&lt;br /&gt;
&lt;br /&gt;
I was tinkering about with the Dwarf Companion program earlier today, when a thought came to my mind. &amp;quot;What if you could do stuff with this program in Adventure mode?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Well, it turns out that you can. By turning on the program and hitting the &amp;quot;All Creatures&amp;quot; box, you can access any loaded creature as well as your own adventurer. By doing this, you can make him as strong and legendary as you want, and effectively kill anything within the sector. You can also change your character into any creature in the game, including demons, goblins, etc. (NOTE: 'Shapeshifting' like this renders the tile where you changed un-passable, and you tend to teleport when you do so. Also, when I changed into a dragon, the game crashed.) Moods are also able to toggle, though I've only tested them upon my own adventurer. Going beserk in a human town triggered the mayor to start attacking me, but when I turned it off, he became friendly once again.&lt;br /&gt;
&lt;br /&gt;
Here's a movie of some of my exploits with a fresh adventurer dwarf: http://mkv25.net/dfma/movie-348-dwarfcompanioninadventuremode17338a&lt;br /&gt;
&lt;br /&gt;
I hope this strikes as interesting / useful for the future!&lt;br /&gt;
&lt;br /&gt;
:Please sign your additions to the discussion page. [[User:Forsaken1111|Forsaken1111]] 06:09, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Easy Python/PyGTK installer ==&lt;br /&gt;
&lt;br /&gt;
I was having some trouble getting all the Python dependencies to work properly together, but after some research I found a nice all-in-one PyGTK installer that works perfectly with companion 0.10. http://aruiz.typepad.com/siliconisland/2006/12/allinone_win32_.html Hope this helps!&lt;br /&gt;
&lt;br /&gt;
== DwarfCompanion Linux HOWTO ==&lt;br /&gt;
&lt;br /&gt;
There are two major problems when trying to run DwarfCompanion-0.13 in Linux:&lt;br /&gt;
&lt;br /&gt;
* at least when started with &amp;quot;wine dwarfort.exe&amp;quot;, dwarf-companion&lt;br /&gt;
** cannot find the path to the executable when searching for the offsets&lt;br /&gt;
** and has problems finding the process with &amp;quot;endswith()&amp;quot;&lt;br /&gt;
&lt;br /&gt;
the following patch tries to work around these problems somewhat (you either have to run DwarfCompanion one directory-level down from your dwarfort.exe or change the path in the patch):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dwarfdbg.py	2008-09-07 22:04:12.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dwarfdbg.py	2008-09-07 22:07:11.000000000 +0000&lt;br /&gt;
 @@ -100,9 +100,9 @@&lt;br /&gt;
  		self.dbg = pydbg()&lt;br /&gt;
  		self.metals = None&lt;br /&gt;
  		for (pid, proc) in self.dbg.enumerate_processes():&lt;br /&gt;
 -			if proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +			if &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  				break&lt;br /&gt;
 -		if not proc.lower().endswith(&amp;quot;dwarfort.exe&amp;quot;):&lt;br /&gt;
 +		if not &amp;quot;dwarfort.exe&amp;quot; in proc.lower():&lt;br /&gt;
  			print &amp;quot;Dwarf Fortress is not running, or could not be found&amp;quot;&lt;br /&gt;
  			sys.exit(-1)&lt;br /&gt;
  		self.image = proc&lt;br /&gt;
 @@ -864,7 +865,7 @@&lt;br /&gt;
  &lt;br /&gt;
  	def getOs(self):&lt;br /&gt;
  		if self.ofs == None:&lt;br /&gt;
 -			self.ofs = offsetsearch.offsetsearch(self.image)&lt;br /&gt;
 +			self.ofs = offsetsearch.offsetsearch(&amp;quot;../dwarfort.exe&amp;quot;)&lt;br /&gt;
  		return self.ofs&lt;br /&gt;
  &lt;br /&gt;
  	def instaMood(self):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* reading/writing from the dwarf-fortress process when attaching/detaching with ptrace() without waiting for the process to react to the ptrace() also leads to problems, basically it is timing-dependent if you can read or change anything&lt;br /&gt;
&lt;br /&gt;
this is easily fixed with waitpid (though I'm not quite sure if this really fixes the problem or if some signals could screw everything up again, therefore the &amp;quot;print status&amp;quot; statement):&lt;br /&gt;
&lt;br /&gt;
 --- companion/dflinux.py	2008-01-09 10:50:00.000000000 +0000&lt;br /&gt;
 +++ ~/dwarf_fortress/companion/dflinux.py	2008-09-07 21:29:50.000000000 +0000&lt;br /&gt;
 @@ -33,6 +33,9 @@&lt;br /&gt;
  		pid = int(spid)&lt;br /&gt;
  		self.pid = pid&lt;br /&gt;
  		self.libc.ptrace(16, self.pid, 0, 0) #ptrace attach&lt;br /&gt;
 +		status = 0&lt;br /&gt;
 +		self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +		print status&lt;br /&gt;
  	&lt;br /&gt;
  	def read(self, addr, size):&lt;br /&gt;
  		out = ''&lt;br /&gt;
 @@ -60,4 +63,7 @@&lt;br /&gt;
  	def detach(self):&lt;br /&gt;
  		if self.pid&amp;gt;0:&lt;br /&gt;
  			self.libc.ptrace(17, self.pid, 0, 0) #ptrace detach&lt;br /&gt;
 +			status = 0&lt;br /&gt;
 +			self.libc.waitpid(self.pid, status, 0)&lt;br /&gt;
 +			print status&lt;br /&gt;
  			self.pid = 0&lt;br /&gt;
&lt;br /&gt;
* There are still some minor problems, e.g. when trying to set anything in the creature-editor, but at least healing and resting from the creature-list works now as expected. I will try to take a look at the creature-editor ...&lt;br /&gt;
&lt;br /&gt;
--[[User:Penguin dwarf08|Penguin dwarf08]] 14:14, 11 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for this ! [[User:Bartavelle|Bartavelle]] 09:20, 17 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Happydorf.py ==&lt;br /&gt;
&lt;br /&gt;
I ran into a bug with a fortress that my dorfs were suiciding so I hacked this up to force their happiness to max, and it got me over the hump.  It might help someone someday.  Save as happydorf.py and dump it in your DC/scripts folder.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tt&amp;gt;&lt;br /&gt;
from dwarfdbg import *&lt;br /&gt;
from eventname import jobName&lt;br /&gt;
import sys&lt;br /&gt;
dbg = dwarfdbg() #init dbg&lt;br /&gt;
cl = dbg.getCreatures(0) #get the whole creature list (slow)&lt;br /&gt;
for id in cl:&lt;br /&gt;
     if cl[id][1] != 'dwarf': #keep Dwarf (both alive and dead)&lt;br /&gt;
          continue&lt;br /&gt;
     c = cl[id][13] # creature structure&lt;br /&gt;
     if c.fe4&amp;amp;2:&lt;br /&gt;
          continue&lt;br /&gt;
     c.happiness = 65534 #Set happy to max -1, (max is 65535 as of 40D)&lt;br /&gt;
     dbg.saveCreature(c) #save&lt;br /&gt;
&amp;lt;/tt&amp;gt;&lt;br /&gt;
--[[User:Kittyz|Kittyz]] 14:56, 27 January 2009 (EST) Kittyz&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
Does this work in 0.28.181.40d11? It says DF isn't running or can't be found when I try. --[[User:Simmura McCrea|Simmura McCrea]] 18:16, 12 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Nope. --[[User:Bartavelle|Bartavelle]] 08:48, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn. Cheers anyway. --[[User:Simmura McCrea|Simmura McCrea]] 15:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Workaround: Transport save file to a 40d folder, mess around, transport it back. 40d/40d11 are mutually compatible. -[[User:Heartofgoldfish|Heartofgoldfish]] 00:18, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Are there any plans to update the memory locations? I tried simply renaming the file to dwarfort.exe as it is in 40d but it would not work as the memory locations are out of date. [[User:Forsaken1111|Forsaken1111]] 06:08, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: The problem lies in the name of the file, change Dwarf Fortress.exe to dwarfort.exe and the utility will find it, gave me a memory error, but it may work for you once you have the right name.  [[User:Janizary|Janizary]] 19:39, 18 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::[[Dwarf Fortress Wiki:Community Portal#B|&amp;quot;B&amp;quot;]] is for Bold.  You should put this out on the wiki proper, where it will be found by those who need it - start a Linux article, perhaps. Jo no habla linuxol, but once you do it will only grow.--[[User:Albedo|Albedo]] 15:08, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown flags ==&lt;br /&gt;
0x1      =???         &lt;br /&gt;
dead?    =Kills creature when used with 'dead'&lt;br /&gt;
0x4      =???&lt;br /&gt;
artifact =designates whether creature has created an artifact&lt;br /&gt;
0x10     =hostile        &lt;br /&gt;
0x20     =???   &lt;br /&gt;
merch1?  &lt;br /&gt;
caravan guard?&lt;br /&gt;
0x100         &lt;br /&gt;
0x200         &lt;br /&gt;
!unitlist     &lt;br /&gt;
liaison?      &lt;br /&gt;
zombie        &lt;br /&gt;
skel          &lt;br /&gt;
working       &lt;br /&gt;
prone         &lt;br /&gt;
0x1.4         &lt;br /&gt;
inv1          &lt;br /&gt;
hidden        &lt;br /&gt;
inv2          &lt;br /&gt;
0x1.5         &lt;br /&gt;
0x2.5         &lt;br /&gt;
0x4.5         &lt;br /&gt;
0x8.5         &lt;br /&gt;
0x1.6         &lt;br /&gt;
0x2.6         &lt;br /&gt;
tame          &lt;br /&gt;
0x8.6         &lt;br /&gt;
r.guard       &lt;br /&gt;
f.guard       &lt;br /&gt;
0x4.7&lt;br /&gt;
0x8.7&lt;br /&gt;
0x1b&lt;br /&gt;
0x2b&lt;br /&gt;
0x4b&lt;br /&gt;
0x8b&lt;br /&gt;
0x10b&lt;br /&gt;
0x20b&lt;br /&gt;
0x40b&lt;br /&gt;
dead&lt;br /&gt;
vanish?&lt;br /&gt;
0x200b&lt;br /&gt;
0x400b&lt;br /&gt;
0x800b&lt;br /&gt;
0x1000b&lt;br /&gt;
winded?&lt;br /&gt;
0x4000b&lt;br /&gt;
ground&lt;br /&gt;
flying&lt;br /&gt;
slaughter&lt;br /&gt;
underwrld&lt;br /&gt;
can't eat&lt;br /&gt;
0x1.5b&lt;br /&gt;
0x2.5b&lt;br /&gt;
0x4.5b&lt;br /&gt;
visitor?&lt;br /&gt;
0x1.6b&lt;br /&gt;
0x2.6b&lt;br /&gt;
0x4.6b&lt;br /&gt;
0x8.6b&lt;br /&gt;
0x1.7b&lt;br /&gt;
winded?&lt;br /&gt;
0x4.7b&lt;br /&gt;
tame2&lt;br /&gt;
&lt;br /&gt;
== FTP SERVER DOWN! ==&lt;br /&gt;
THE FTP SERVER FOR THE PyObject AND WHATEVER THE OTHER TWO ARE IS DOWN! THE DAMN FTP SERVER IS DOWN! GOD DAMN IT THE FTP SERVER IS DOWN! I NEED FTP SERVER! FTP SERVER DOWN! FTP SERVER NOT WORKING! FTP SERVER DEAD! FTP SERVER SUFFERING MANGLED HEART!&lt;br /&gt;
&lt;br /&gt;
== Additional in-game languages (v0.17) ==&lt;br /&gt;
&lt;br /&gt;
If you have additional languages modded into the game, out-of-the-box DwarfCompanion 0.17 will bomb with an error:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 477, in getCreature&lt;br /&gt;
    name = self.getName(c, details)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 323, in getName&lt;br /&gt;
    lastname = self.printName(table, lang)&lt;br /&gt;
  File &amp;quot;[PATH]\dwarfdbg.py&amp;quot;, line 219, in printName&lt;br /&gt;
    lastname += self.rwords[lang][v]&lt;br /&gt;
IndexError: list index out of range&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make it work, count the number of languages you have (but not language_SYM.txt).&lt;br /&gt;
&lt;br /&gt;
Find the line in dwarfdbg.py which reads:&lt;br /&gt;
&lt;br /&gt;
:for race in range(4):&lt;br /&gt;
&lt;br /&gt;
Replace the 4 with the number of languages you have, run again, and it should work fine.&lt;br /&gt;
&lt;br /&gt;
This is [http://www.bay12games.com/forum/index.php?topic=775.msg891359#msg891359 expected to not be necessary]in future versions.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=58694</id>
		<title>40d:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hauling&amp;diff=58694"/>
		<updated>2009-11-26T17:31:44Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Automatic hauling */ - herbalists store gathered plants if they can&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hauling''' is the process of bringing an object to its designated place.  There are several specific types of hauling, based on the type of item(s) to be hauled and determined by designating the specific [[labour]]s on indivual dwarves.  &lt;br /&gt;
&lt;br /&gt;
Although not a term found in-game, '''hauler''' generally refers to a dwarf in [[fortress mode]] who has no labors enabled other than '''hauling'''. Once the [[dwarven economy]] starts, haulers are usually the poorest in the fortress as the hauling task only pays 1☼ per task completed. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete, and so very little money is earned. Haulers are good candidates for [[cross-training]] to help improve their strength and agility [[attributes]], which are important attributes for moving heavy objects across a fortress quickly.&lt;br /&gt;
&lt;br /&gt;
Many larger fortresses use dedicated dwarves to do much of the hauling so that other, more specialized dwarves will spend more time in their [[workshop]]s and less time dragging raw materials or finished products to the appropriate '''[[stockpile]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling [[labor]]:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling [[labor]] to be moved out of the workshop in order to avoid [[clutter]].  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* All dwarves, including [[noble]]s and [[children]] (but not [[soldier]]s) will bring goods to the [[depot]].&lt;br /&gt;
* A [[mood|moody]] dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Carpentry, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
* An [[herbalist]] will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* Removing constructed objects will be done by all dwarves.&lt;br /&gt;
* Filling pits and ponds will be done by all dwarves.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling [[labor]] enabled will haul [[stone]]s, [[ore]]s, [[gem]]s and stone [[block]]s to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on [[Stone management]] for tips on combatting this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling [[labor]] enabled will haul wood [[log]]s to the corresponding [[stockpile]]s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt;Wood production can be sped up a lot by turning off wood hauling on your most skilled [[woodcutter]] who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling [[labor]] will haul miscellaneous items like blocks and collect [[sand]] for a [[glass furnace]]. Finished goods (such as crafted goods) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling [[labor]] will haul food and drinks to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling [[labor]] will haul rotting food, and non-dwarf bodyparts to refuse [[stockpile]]s. They will also [[dump]] marked items to the appropriate [[activity zone]]. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders'').&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the Burial [[labor]] will haul dwarf and pet [[corpse]]s and bodyparts to [[Graveyard]] [[stockpile]]s or [[coffin]]s.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling [[labor]] will haul [[furniture]] to the appropriate [[stockpile]]s. They will also '''{{k|b}}uild''' simple furniture items ([[bed]]s, [[chair]]s, [[table]]s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling [[labor]] will haul [[animal trap]]s and occupied [[cage]]s to the appropriate [[stockpile]]s.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and ouput stockpiles should be placed near corresponding [[workshop]]s.&lt;br /&gt;
* Spoils of war: dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:&lt;br /&gt;
** Place a small [[bin]] stockpile and a general purpose stockpile near the battlefield.&lt;br /&gt;
** When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.&lt;br /&gt;
** When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.&lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or [[building designer|architecture]]) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of his strength so that he can pick up and carry heavy stones (such as [[gold]] and [[platinum]]) more quickly.&lt;br /&gt;
*The [[Grower]] profession can have a ''huge'' impact on hauling - see [[farming]] for a discussion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food, to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling [[labor]]s enabled.  This is most important for food hauling, where [[prepared meal]]s in the [[kitchen]] often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your [[butcher]]s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling [[job]] queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
=== Two stockpiles are better than one ===&lt;br /&gt;
&lt;br /&gt;
For stockpiles that use [[bin]]s or [[barrel]]s, it is usually better to cut one large stockpile into a handful of smaller ones.  This is because dwarves will only load one bin or barrel at a time, and may go idle for long periods while they wait for the next-chosen bin or barrel to actually get hauled to the stockpile before they can load it.  By using several smaller stockpiles, haulers can retrieve and fill multiple bins or barrels simultaneously.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=17875</id>
		<title>40d:Wood furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_furnace&amp;diff=17875"/>
		<updated>2009-09-12T14:53:37Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Material used to assemble the furnace dictates the skill - not always masonry, could be a metalworking skill&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Wood furnace|key=w|job=[[Wood burner]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Metal]] [[bar]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|production=&lt;br /&gt;
* [[Ash]]&lt;br /&gt;
* [[Charcoal]]&lt;br /&gt;
}}&lt;br /&gt;
'''A wood furnace''' is used to convert [[wood]] into [[ash]] or [[charcoal]].&lt;br /&gt;
It must be built out of [[Fire-safe materials]].&lt;br /&gt;
&lt;br /&gt;
Operating a wood furnace requires the [[Wood burner|wood burning]] skill.&lt;br /&gt;
&lt;br /&gt;
Building a wood furnace requires the [[architecture]] skill and a skill relevant to the material used to make the furnace ([[masonry]] for rock, rock blocks, or glass blocks; any of the [[Metalsmith#Metalsmith_profession|metalworking]] skills for metal bars, or metal blocks{{verify}}), not [[wood burning]].&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5695</id>
		<title>40d:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5695"/>
		<updated>2009-09-12T14:48:50Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Rock-based smelters are assembled with masonry, not metalworking - depends on the material used&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Furnace|name=Smelter|key=s|job=[[Furnace operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[Ore]]&lt;br /&gt;
* [[Coke]] or [[Charcoal]] ([[Fuel]])&lt;br /&gt;
* Meltable [[metal]] item&lt;br /&gt;
* [[Bituminous coal]]&lt;br /&gt;
* [[Lignite]]&lt;br /&gt;
* [[Flux]]&lt;br /&gt;
|production=&lt;br /&gt;
* Metal [[Bar]]s&lt;br /&gt;
* [[Coke]]&lt;br /&gt;
}}&lt;br /&gt;
A '''smelter''' is a type of [[furnace]] used to process [[ore]] into more useful [[bar]]s of pure [[metal]] or [[alloys]], in a process called [[smelting]].  Conventional smelters require [[fuel]], either [[charcoal]] or [[coke]]. &lt;br /&gt;
 &lt;br /&gt;
The Smelter is also the place where [[dwarves]] take items to be [[melt]]ed back into [[bar]]s. Melting a [[quality|masterpiece]] item may cause the creator of that item to throw a [[tantrum]].  &lt;br /&gt;
&lt;br /&gt;
== Building==&lt;br /&gt;
&lt;br /&gt;
To build a smelter you need to use a [[fire-safe]] material, one [[stone]] or [[block]].  The [[construction]] is then a two-step process - first a [[dwarf]] with [[Building designer|Building Designer]] skill enabled will bring the chosen material and design it via the [[Architecture]] [[labor]], and then a dwarf with the relevant construction skill enabled([[masonry]] for rock or rock blocks, any [[metalsmith#Metalsmith profession|metalworking]]-type skill for metal) will perform the actual construction.  These can be but need not be the same dwarf.  Using dwarfs with no [[skill]] training will get the job done, but will result in buildings of slightly less architectural [[value]].&lt;br /&gt;
&lt;br /&gt;
You place a smelter building using the keyboard commands {{K|b}}-{{K|e}}-{{K|s}}, after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
There is also a [[magma smelter|magma version]] of this building, which is built over [[magma]] and requires no [[fuel]]. Note that the process of making [[pig iron]] or [[steel]] will still need one unit of [[charcoal]] or [[coke]] per [[reaction]] as a reagent.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23316</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23316"/>
		<updated>2009-09-09T00:18:05Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Clarify what spits out an error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think the second link job spits out an error when the queue reaches it but I'm not sure. --[[User:Shurhaian|Shurhaian]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23315</id>
		<title>40d Talk:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Lever&amp;diff=23315"/>
		<updated>2009-09-09T00:15:43Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* See what's connected to a lever? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== floodgates vs. doors misinformation? ==&lt;br /&gt;
&amp;quot;''Therefore, it is more logical to use doors, at least until doors aren't usable for holding back water.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm fairly certain that doors can't be closed while flooded.  They work as described for opening via lever, but cannot close when blocked by water or creatures.&lt;br /&gt;
Granted, the last time i've levered doors was back in 2d.  Please verify or change the wording? --[[User:Vaevictus|Vaevictus]] 15:49, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:In the current version{{version|0.27.176.38c}} doors can close if water currently occupies the same square. I believe elsewhere the wiki states this destroys the water, but I have not verified if the water is destroyed. --[[User:Quartic|quartic]] 16:18, 2 June 2008 (EDT)&lt;br /&gt;
::Does it matter how much water? -- [[User:Vaevictus|Vaevictus]] 13:35, 3 June 2008 (EDT)&lt;br /&gt;
:::I have verified this with water of depth 1 and 7, but not values in between.--[[User:Quartic|quartic]] 13:38, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Todo: Check whether two levers connected to the same door operate it in the same way the older versions did - that is, pulling each lever once would open the door, then do nothing as the second lever is pulled. -- [[User:Zaratustra|Zaratustra]] 19:23, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm using vertical bars as portcullis for my keep, and they attach to levers.  Perhaps a comment that bars and grates operate identically in this version, specifically with respect to levers? -Gotthard&lt;br /&gt;
&lt;br /&gt;
Doesn't the delay come from the floodgate grinding to close the water/magma channel/tunnel compared to a door slamming shut right away? --[[User:Karpatius|Karp]] 08:51, 31 October 2008 (EDT)&lt;br /&gt;
:That is what it is meant to simulate.  Like people mentioned above, though, Toady's said that doors shouldn't work as well as floodgates, so in some later version your doors will probably leak. --[[User:ThunderClaw|ThunderClaw]] 10:09, 31 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== controlling at a distance ==&lt;br /&gt;
&lt;br /&gt;
Does the lever need to be adjacent to the item it is controlling?&lt;br /&gt;
&lt;br /&gt;
I want to put a floodgate at the end of a channel... [[User:GarrieIrons|GarrieIrons]] 02:52, 23 January 2008 (EST)&lt;br /&gt;
:No, it can be anywhere.--[[User:Dorten|Dorten]] 02:57, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
so, analog to the support-cave-in-trap how about building a nice water basin, say 4x4 for a start and covering it with grates, all connected to a lever - do grates have to be attached to a wall or floor on one side? I will try *broad grin* --[[User:Koltom|Koltom]] 21:45, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Grates must be attached to a wall on one side, although you can put grates next to only grates and the dwarves will build them.  Followed by their collapse.  Like walls off bridges.--[[User:Draco18s|Draco18s]] 18:31, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Try building supports under them. SL's hand of armok uses supports under hatches in a similar way. [[User:VengefulDonut|VengefulDonut]] 23:37, 2 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, its not working like i wanted it too. The support thing will probably work. Or I will just leave a few walls in the basin..will try that later, busy right now. *watches goblin fly away in high arc* --[[User:Koltom|Koltom]] 19:52, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Regarding remote activation/control: I just spent 10 minutes berating my dwarves for completely ignoring two Pull Lever commands while vile forces of darkness approached, only to find that once I removed the Dwarves Stay Indoors restriction, they happily stepped up to the, uh, lever.  The bridges are outside, the levers are on the level below.  Has anyone else experienced this?  [[User:Holyfool|Holyfool]] 17:49, 22 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Was the lever and/or any part of the path to the lever marked as &amp;quot;outside&amp;quot;? Use {{k|k}} to check. --[[User:Savok|Savok]] 10:25, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I checked and one of the levers was indeed marked &amp;quot;outside&amp;quot;.  In fact, there are several squares on my first underground level that are marked &amp;quot;outside&amp;quot;.  Is that because they are in the general area of the stairway leading outside?  Thank you for the info.  --[[User:Holyfool|Holyfool]] 18:42, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When I quit reading all new forum messages and stayed at the wiki, I thought this would stop. [[Outside|Read The Wiki]]. Really. Read it. No, really, click on that link. --[[User:Savok|Savok]] 19:57, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that a bridge that a hydra is standing on cannot be retracted {{version|0.27.176.38c}}. Has anyone else had similar experiences? [[User:VengefulDonut|VengefulDonut]] 00:15, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Titans cause the same problem. I conjecture that bridged can't be retracted while megabeasts are standing on them. [[User:VengefulDonut|VengefulDonut]] 02:08, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Also elephants, it seems. Possibly creature size. [[User:VengefulDonut|VengefulDonut]] 13:18, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Dragons cause the same problem. Are megabeasts supposed to all show up at once like this? [[User:VengefulDonut|VengefulDonut]] 21:43, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;All at once like this,&amp;quot; you say?  Was their a [[fun|party]] on your bridgeworks?&lt;br /&gt;
:: And, yeah, megabeasts kill bridge operation, even &amp;quot;benign&amp;quot; acts like retracting with them on it.  It must have something to do with their BUILDINGDESTROYER tag. --[[User:FJH|FJH]] 02:58, 6 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposed addition: Mechanism sequence ==&lt;br /&gt;
&lt;br /&gt;
Given the problems that arise when using non magma-safe materials for mechanisms on floodgates, it is quite handy to know which mechanisms go where at the link selection (When for example you're really low on bauxite).&amp;lt;br&amp;gt;&lt;br /&gt;
From my experimentation with floodgate-lever, the first mechanism selected goes at the gate and the second one at the lever. I still haven't activated the contraption, but I'm assuming it's going to be ok.&amp;lt;br&amp;gt;&lt;br /&gt;
I'm also assuming the same is usefull for grates and bars. --[[User:Nonickch]], unsigned&lt;br /&gt;
&lt;br /&gt;
:There is some lower-down text that tells you which mechanism goes in where. --[[User:Savok|Savok]] 08:30, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Finding Links ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to determine what a lever is linked to without pulling it and checking to see what happens? -[[User:Fuzzy|Fuzzy]] 00:43, 6 September 2008 (EDT)&lt;br /&gt;
:AFAIK the only way is to attempt to link the lever to a built object and notice which one if any is not available.&lt;br /&gt;
:eg if you have two bridges but only one is available to be linked to, it is because you are already linked to the other one.&lt;br /&gt;
:This would be a really good feature if it was implemented.&lt;br /&gt;
:[[User:GarrieIrons|GarrieIrons]] 09:55, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I guess this is one good use for the new note-feature: Just use the same note for lever and target. --[[User:Doub|Doub]] 10:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Right now your best way to remember what lever does what is to build a reference behind the lever as a reminder: a one-tile bridge behind the&amp;lt;br /&amp;gt;&amp;quot;front door/bridge&amp;quot; lever, a support behind the &amp;quot;collapse the mountain&amp;quot; lever and so forth... or write down what does what on paper.&amp;lt;br /&amp;gt;Even naming levers would be useful but for now you need the &amp;quot;references.&amp;quot; -[[User:Karpatius|Karp]] 06:10, 19 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Max number of links? ==&lt;br /&gt;
&lt;br /&gt;
''Is there a limit to the amount of objects that can be linked to a lever?''--[[User:Thendash|Thendash]] 22:56, 19 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speeding the job of linking ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or does it not only take forever to finish the job of linking the lever to something, but also the dwarves treat it as extremely low priority? I've sometimes had to had an entire year for one of them to deign to hook it up. Incidentally, it is the Mechanics job that they use for that, right? -[[User:Fuzzy|Fuzzy]] 15:48, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I haven't noticed anything about the priority of the job, but yes, it take hella long to finish it. Some big linking job (eg. linking a large bridge to a remote lever) are virtually impossible to complete without an experienced mecanic... dwarves don't manage to end the job before feeling the urge to eat or drink or something, and all their work is lost when they return, ending in an infinite loop. [[User:Timst|Timst]] 19:47, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Unless it's changed in the year since I've played, the mechanic must move the mechanisms to the lever and the &amp;quot;something&amp;quot;, then spend time working on both the lever and the &amp;quot;something&amp;quot;, all without being interrupted. Consider a 1-square stockpile next to both the lever and the something and choosing those unique mechanisms when you assign the linkage job. -- [[User:Qwip|Qwip]] 16:42, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: The catch, so far, is figuring out the &amp;quot;unique&amp;quot; mechanisms in the list. Short of making sure that that stockpile is the only one that carries Schist Mechanisms or something similar... Unlike the other &amp;quot;pick an item&amp;quot; lists, you can't specify a sort and there's nothing zooming you to the item that you will use. On a mildly unrelated note, I realized that part of the reason for my delay was that I was building large amounts of stone traps, so the nearest mechanism that was not already tied up in a trap building job was quote some distance away. I had this problem with the nearby stockpile as well, as it was also fairly close to the traps. It would be nice to even get a distance count on the mechanisms. -[[User:Fuzzy|Fuzzy]] 11:48, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::When you choose the mechanism for the lever or trap, it does tell you its distance.--[[User:Maximus|Maximus]] 12:33, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Addendum to Maximus's comment: When selecting the material to be used, you can e{{k|x}}pand the list of materials, and then select a particular item. Therefore, you can build a single-tile stockpile, then customize it (using {{k|q}} then {{k|s}}settings) to only allow a certain quality mechanism. Link the lever after these stockpiles have been filled. [[User:RomeoFalling|RomeoFalling]] 16:21, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Inverting a Lever ==&lt;br /&gt;
&lt;br /&gt;
I think I found a way to automatically invert the signal of a lever, say if you wanted one lever to open one door and close another. It involves a bridge and water, so it would not be instant. I haven't tested it yet. Anyone know if it would work?&lt;br /&gt;
&amp;lt;pre&amp;gt;Side view: (Sorry, I realize this isn't the standard tileset, but my text editor doesn't have them all.)&lt;br /&gt;
#####&lt;br /&gt;
#_~@W&lt;br /&gt;
##D##&lt;br /&gt;
&lt;br /&gt;
W - Water source (Under at least 7/7 pressure)&lt;br /&gt;
D - Water drain&lt;br /&gt;
_ - Pressure plate, set to activate under water of depth 4-7&lt;br /&gt;
@ - Hinge of a raisable bridge, connected to the main lever (offscreen)&lt;br /&gt;
~ - Bridge over channel&lt;br /&gt;
# - Solid rock&amp;lt;/pre&amp;gt;&lt;br /&gt;
When the main lever is OFF, the bridge is down. It allows water to flow past its hinge, and it covers the drain. Water fills the room, triggering the plate, which sends an ON signal.&amp;lt;br&amp;gt;&lt;br /&gt;
When the main lever is ON, the bridge raises. The hinge blocks water from flowing in, and the uncovered drain empties the room. The plate detriggers, sending OFF.&amp;lt;br&amp;gt;&lt;br /&gt;
WARNING: The drain must not fill! If it does, you wont be able to get into the room to connect more mechanisms to the plate.&lt;br /&gt;
Option: If your water source is infinite, make your drain a hallway, at least 3 long, with a raising bridge that comes down from the far end. When the main lever is activated, the hallway floods. Shortly afterwards, the plate detriggers. After a short delay, the bridge slams down, destroying the water. &amp;lt;br&amp;gt;&lt;br /&gt;
--17:52, 1 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Isn't it simpler to build two levers?  Especially considering the pressure plate takes as many mechanisms?  I don't really understand what you are trying to accomplish here.&lt;br /&gt;
:--[[User:MagicGuigz|MagicGuigz]] 17:34, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If you want a single action to do some &amp;quot;on&amp;quot; actions and some &amp;quot;off&amp;quot; actions - e.g. if from a stylistic point of view you want to have a single &amp;quot;activate outer defenses&amp;quot; lever that raises bridges over moats and puts down bridges blocking catapults.&lt;br /&gt;
::--[[User:Random832|Random832]] 19:35, 15 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: It's more than stylistic. My designs are complex systems, created on the assumption that only certain combinations of states are possible - that when ''this'' bridge is down, ''that'' bridge is always up, and that when ''this'' floodgate is open, ''that'' door is always closed. If I allow things to enter a condition I hadn't planned for - either because I forgot to throw both leavers, or the dwarf died between them, or whatever - there is literally no telling what would happen. It could drop civilians into a line of fire, or flood the fortress, or expose the marksdwarves to the enemy without also releasing their infantry guards. &lt;br /&gt;
:::--[[User:Macdjord|Macdjord]] 16:08, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd say you should consult the [[Computing]] and [[Mechanical Logic]] pages then. Should find all the components you need there. &lt;br /&gt;
:--[[User:Bilkinson|Bilkinson]] 16:13, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Doesn't help. That's all about power transfer - gears, axels, waterwheels... It only uses  levers for input, not output - I could connect my controll leaver to a not-gate like [[Mechanical_Logic#NOT_or_BUFFER|this one]], but how do i connect ''that'' to a bridge?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 17:17, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Connect that power to a screw pump, that pours water onto a pressure plate. There's an example of such a device on the mechanics page. Take a look as Water/Fluid logic as well (Linked to on the mechanical page) for some other pump-based devices.&lt;br /&gt;
:::--[[User:Bilkinson|Bilkinson]] 06:56, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::It's... ''workable'', I suppose. It's much more complex than the bridge system. It might be faster responding, depending on the speed at which a pump works, since there is no 100 step delay like a bridge. It would take a lot more room and mechanisms, not to mention a seperate power source for each one. Remember, each leaver you invert need its own, independent setup.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:09, 17 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: Check out this page, it might help.. www.dwarffortresswiki.net/index.php/User:SL/Logic_Gates.&lt;br /&gt;
::::[[User:Martinuzz|Martinuzz]] 8:54, 28 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: So the goal here is to have water on a pressure plate when a lever is set to ON.  Don't hatch covers respond quicker than bridges?&lt;br /&gt;
&lt;br /&gt;
: Gee, this sucks.  I thought things just toggled whenever you flipped the lever.  That's how it should be IMHO.  [[User:Gairabad|Gairabad]] 20:31, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Side view:&lt;br /&gt;
&lt;br /&gt;
####&lt;br /&gt;
#^HW&lt;br /&gt;
##D#&lt;br /&gt;
&lt;br /&gt;
^ = Pressure Plate&lt;br /&gt;
W - Water Inlet&lt;br /&gt;
D - Drain&lt;br /&gt;
H - Hatch Cover&lt;br /&gt;
# - Solid rock&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:Main lever linked to Hatch Cover (H).  When the lever is OFF, the hatch is closed and the Pressure Plate (^) chamber fills.  When the lever is ON, the Hatch Cover (H) disappears and water drains away before reaching the pressure plate ledge.&lt;br /&gt;
:[[User:Wangcommander|Wangcommander]] 01:27, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: But since you're not actually blocking off the water, you are dependent on the fickleness of the water pressure simulation. Sure, the room would never fill with an open hatch between the water source and the hatch, but after the first use it ''starts off'' filled. Are you certain it will drain? If the water comes in from the source as fast as it goes out the drain, will it not stay full? That's the advantage of using the bridge - it is the only piece of equipment that blocks water in the ON position.&lt;br /&gt;
:: A hybrid design might be useful, using a bridge to block the input bu a hatch to control the output. When you switch it, the hatch instantly starts draining the water, then the bridge seals the inlet 100 ticks later to guarantee a complete drain.&lt;br /&gt;
:: --[[User:Macdjord|Macdjord]] 16:04, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I might be misunderstanding the goal of this (and, for the record, I do think it's really cool), but wouldn't hooking up the lever to the thing you want non-inverted, then flipping the switch, and then hooking it up to the inverted thing accomplish the same thing? That way you have two things hooked up to the lever that are in opposite states of each other..... [[User:Zardus|Zardus]] 05:09, 26 February 2009 (EST)&lt;br /&gt;
:A 'Pull the lever' task is not a logical toggle. It toggles the lever, and then activates the lever to signal its current state to its linkages... That is, if the lever is in the 'open' position, pulling it flips it to 'closed' and then sends 'closed' to all its linked buildings. Anything which is, for whatever reason, currently in the 'closed' state will simply remain closed. The case you describe is such a situation. It can also arise where a lever is pulled twice in less time than it takes for the first signal to produce its effect. That is: A dwarf pulls a lever linked to a bridge. The dwarf takes 2 steps away, pauses to decide what to do, and notices that there's a pull the lever task on a lever 2 steps away. The dwarf returns to pull the lever again. The bridge has not yet raised when the second signal is sent... A little bit later, the bridge will raise, but unless the lever is pulled again, to get it into the 'raise' state, and then a fourth time to get it to the 'lower' state, the bridge will not lower.--[[User:Wattj|wattj]] 11:03, 26 February 2009 (EST)&lt;br /&gt;
Something like this? [[http://dwarf.lendemaindeveille.com/images/4/48/LeverInvert.gif]] --[[Grek]]&lt;br /&gt;
&lt;br /&gt;
== how to disconnect levers? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to disconnect a lever from an object without destroying the lever and rebuilding it? --[[User:Shaver|Shaver]] 12:53, 2 January 2009 (EST)&lt;br /&gt;
:You can't, to my knowledge.  Mechanisms in a lever and the connections stay in place until the lever is deconstructed.  I use a lever for cage traps in an arena, and after every 'round' I need to rebuild it to get back the mechanisms I used. --[[User:Eddie|Eddie]] 14:17, 2 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== See what's connected to a lever? ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to see what's connected to a lever? I've lost track of which lever does what, and I'd prefer to not randomly set off my traps trying each one out. --[[User:Katt|Katt]] 00:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
No. This is why its a good idea to keep levers proximal to objects they connect to.  I also try to color code levers to the object and gears used for the connection. --[[User:Squirrelloid|Squirrelloid]] 01:36, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
You can also use the Notes thing to label them. --[[User:LegacyCWAL|LegacyCWAL]] 17:15, 3 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Mystery levers have historically been a great source of [[fun]]. Especially in bloodline games. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:16, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've just removed the text:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
A lever can be linked more than once to the same object - this has no effect except to consume more pairs of mechanisms.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
because I don't experience this in 0.28.181.40d15&lt;br /&gt;
&lt;br /&gt;
--[[User:Adeptable|Adeptable]] 17:34, 6 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Confirmed - partly. Once a lever is successfully linked(but NOT when the linkage is in queue), that item will no longer appear in the lever's list of things that can be linked. Might need to confirm what happens if you queue the same object twice. I think it spits out an error but I'm not sure. --[[User:Shurhaian|Shurhaian]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15037</id>
		<title>40d:Lever</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Lever&amp;diff=15037"/>
		<updated>2009-09-08T23:56:49Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Identifying linked buildings by not appearing in the to-link list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''lever''' is a [[mechanism]] that has been constructed on a floor tile. Once in place, it can be linked to one or more other devices such as [[door]]s, [[bridge]]s or [[support]]s, permitting you to remotely control these other devices through the lever's {{k|q}} menu.  &lt;br /&gt;
&lt;br /&gt;
Levers do not block any movement.  Levers are counted as furniture for [[created wealth]] of a fortress.&lt;br /&gt;
&lt;br /&gt;
[[Pressure plate]]s are like levers, but are activated automatically by [[creatures]] stepping on it, or by fluids reaching a certain (player-selected) depth.  &lt;br /&gt;
&lt;br /&gt;
Either a '''lever''' or a [[pressure plate]], once linked to one or more devices ([[door]]s, [[trap]]s, or whatever), can act as a '''trigger''', an activation mechanism for that secondary system.  The two are activated differently, but the connected system is activated just the same.  One system can have more than one trigger linked to it, and one trigger can be linked to more than one system. &lt;br /&gt;
&lt;br /&gt;
==Placing a lever==&lt;br /&gt;
If you have a spare mechanism, you can designate the new lever job via the  &amp;quot;{{k|b}}uild {{k|T}}rap {{k|l}}ever&amp;quot; keys, and can use {{k|x}} to choose which specific mechanism to use.  Mechanism [[quality]] has no known effect on the performance of the lever.  Low-quality mechanisms work fine, but since they are counted as furniture, high quality mechanisms give more [[created wealth]].&lt;br /&gt;
&lt;br /&gt;
==Linking==&lt;br /&gt;
&lt;br /&gt;
Once a mechanism has been placed as a lever, it then requires a pair of [[mechanisms]] to link that lever to any object, regardless of distance or size, and [[quality]] of the mechanism makes no reported difference.  This is done by giving the lever the appropriate job order via {{k|q}}(similar to any workshop), selecting what sort of object you want the lever linked to*, and then using the {{k|-}} and {{k|+}} keys to scroll thru the available examples of those and selecting the one you want.  The list is chronological, with the last object finished listed last, and the map will re-center on the exact object as you scroll.&lt;br /&gt;
&lt;br /&gt;
:''(* [[bridge]], [[cage]], [[chain]], [[door]], [[floodgate]], [[hatch]], [[wall grate]], [[floor grate]], [[vertical bars]], [[floor bars]], [[support]], [[spike]], or [[gear assembly]].)&lt;br /&gt;
&lt;br /&gt;
By default you can choose the specific mechanisms you wish to use, from a list of all you have created (and are not forbidden or isolated by [[path]]) - your first selection will be attached to the item/barrier in question (the door, floodgate, cage, whatever), and the second selection will be linked at the lever end (the order is important when dealing with [[magma]]).&lt;br /&gt;
&lt;br /&gt;
A lever can be connected to any number of objects at the same time, but, as each linking is a [[job]] designated at that lever, only one linking job will be tasked at any one time - after that job is finished, the next will begin.  (That is, if you want one lever connected to 101 different doors, hatches, cages, bridges and supports, you can do that, but those jobs will not occur ''simultaneously''.)  Up to 10 linking jobs can be queued up at any one time on one lever, the same as with jobs at any workshop.&lt;br /&gt;
&lt;br /&gt;
Once linked, a trigger must be deconstructed to de-link it from a system*; this also unlinks all other connected systems to that trigger, but has no effect on other triggers linked to the same system(s).&lt;br /&gt;
&lt;br /&gt;
:''(* Or if the other end is deconstructed, the door, hatch, column, bridge or whatever, that un-links the trigger as well, but any other system remains linked.)''&lt;br /&gt;
&lt;br /&gt;
==Activating levers==&lt;br /&gt;
A lever is activated (or &amp;quot;pulled&amp;quot;) through its {{k|q}} menu with via the &amp;quot;{{k|a}}dd new task {{k|P}}ull&amp;quot; keys, which establishes a new [[job]] that then needs to be filled.  An idle dwarf will then come to pull the lever - no labor need be designated for this task, so ''any'' dwarf might volunteer, and from ''anywhere'' on the map that has a [[path]] to that lever at the time, though in most cases the nearest dwarf will be chosen. &lt;br /&gt;
&lt;br /&gt;
[[Tantrum]]ing dwarves have also been reported to pull levers at random, leading to all kinds of [[fun]].  &lt;br /&gt;
&lt;br /&gt;
Note that once the actual ''lever'' is pulled, any attached objects may take more time to respond - see below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==On/Off vs Open/Close==&lt;br /&gt;
Levers normally have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state, seen as whether the small tag at the top of the lever is to the left (&amp;quot;off&amp;quot; state) or the right (&amp;quot;on&amp;quot; state).  Upon being pulled, the state of the lever changes, and everything they're connected to updates to the ''corresponding'' state of that lever, and does not just ''change'' states (&amp;quot;toggle&amp;quot;).  This becomes important if you have several levers attached to the same device, or one trigger attached to several systems. &lt;br /&gt;
:Example: 2 levers (both in &amp;quot;off&amp;quot; position) are connected to a drawbridge. After pulling the first lever, the bridge will lift. Pulling the second lever tells the bridge to &amp;quot;open&amp;quot;, which it already has done - no visible effect. When it is pulled a second time it will let the bridge down. This in turn requires the ''first'' lever (still in &amp;quot;open/lift&amp;quot; position) to be pulled twice to trigger a change (lift again), and so on.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;On&amp;quot; and &amp;quot;off&amp;quot; state is fixed and dependent on the lever, not the object that lever is linked to:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;dash to the right&amp;quot; ( '''ó''' ) is '''on'''&lt;br /&gt;
* &amp;quot;dash to the left&amp;quot; ( '''ò''' ) is '''off'''&lt;br /&gt;
&lt;br /&gt;
Note, however, that gear assemblies are ''the sole exception'' to this: Instead of On/Off triggers, they indeed '''do''' toggle.&lt;br /&gt;
&lt;br /&gt;
Several devices, such as [[floodgate]]s and [[bridge]]s, have a delayed response to all incoming signals, and will not respond to subsequent signals until the first has taken effect.  For instance, if you pull a lever attached to a floodgate on then off in rapid succession, the floodgate will only respond to the first signal, independent of the position the lever rests in eventually.&lt;br /&gt;
&lt;br /&gt;
==On/Off states==&lt;br /&gt;
Objects that can be controlled by levers include:&lt;br /&gt;
&lt;br /&gt;
===== Multiple Uses =====&lt;br /&gt;
&lt;br /&gt;
* [[Bridge]] &amp;amp;ndash;  Activates 100 steps after being triggered&lt;br /&gt;
** '''On:''' Turns the bridge into either a raised drawbridge, or a retracted bridge, depending on which option was chosen when the the bridge was constructed. &lt;br /&gt;
** '''Off:''' Returns the bridge to normal.&lt;br /&gt;
&lt;br /&gt;
* [[Door]] &amp;amp;ndash; Activates instantly. Note that once you connect a door, it is either completely open or locked. There is no &amp;quot;closed, but can be opened by a dwarf&amp;quot; state anymore.&lt;br /&gt;
** '''On:''' Opens the door. &lt;br /&gt;
** '''Off:''' Closes the door. &lt;br /&gt;
&lt;br /&gt;
* [[Floodgate]] &amp;amp;ndash;  Activates 100 steps after being triggered. If blocking a narrow passageway, a door will easily suffice.&lt;br /&gt;
** '''On:''' Opens the floodgate. &lt;br /&gt;
** '''Off:''' Closes the floodgate.&lt;br /&gt;
&lt;br /&gt;
* [[Floor hatch|Hatch]] &amp;amp;ndash; Activates instantly. Note that, like doors, once you connect a hatch, it is either completely open or locked.&lt;br /&gt;
** '''On:''' Opens the hatch.&lt;br /&gt;
** '''Off:''' Closes the hatch.&lt;br /&gt;
&lt;br /&gt;
* [[Grate]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the grate. &lt;br /&gt;
** '''Off:''' Closes the grate. &lt;br /&gt;
&lt;br /&gt;
* [[Bars]] &amp;amp;ndash; Activates 100 steps after being triggered. When it is open, it just disappears. Liquids go through it just the same, but it cannot be walked on anymore. Anybody on it will fall.&lt;br /&gt;
** '''On:''' Opens the bars. &lt;br /&gt;
** '''Off:''' Closes the bars.&lt;br /&gt;
&lt;br /&gt;
* [[Trap|Upright Spear/Spikes]]&lt;br /&gt;
** '''On:''' Retracts spears/spikes.&lt;br /&gt;
** '''Off:''' Extends spears/spikes.&lt;br /&gt;
&lt;br /&gt;
* [[Gear assembly]] &amp;amp;ndash; When it is disengaged, no power goes through it and anything that is being kept up by its presence (like a [[windmill]] right on top of it) falls down.&lt;br /&gt;
** '''On:''' Toggles gear state.&lt;br /&gt;
** '''Off:''' Toggles gear state.&lt;br /&gt;
&lt;br /&gt;
===== One-Shot =====&lt;br /&gt;
&lt;br /&gt;
These items, when activated, deconstruct, and/or cannot be triggered again until re-linked.&lt;br /&gt;
&lt;br /&gt;
* [[Cage]] &amp;amp;ndash; Deconstructs the cage and releases all of its contents. The cage and its attached mechanism will be left on the floor nearby; you recover the [[mechanism]] used on the cage but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
&lt;br /&gt;
* [[Restraint]] &amp;amp;ndash; Deconstructs the [[Restraint|chain/rope]] and releases whatever creature it held. The restraint's mechanism will be left on the floor nearby, and the restraint itself will remain attached to the creature's neck; again, you recover the [[mechanism]] used on the restraint but you do not recover the mechanism used in the lever. For this you need to deconstruct the lever too.&lt;br /&gt;
* [[Support]] &amp;amp;ndash; Deconstructs the support, ideally without a dwarf next to it. Most commonly used to cause controlled [[cave-in]]s.&lt;br /&gt;
&lt;br /&gt;
==Control Room==&lt;br /&gt;
Some player prefer to create a &amp;quot;control room&amp;quot; and lock a dwarf in when they expect to need quick response to their levers, to avoid long delays.  A control room is an area where important levers are located.  It often has doors/hatches on all entrances, so a dwarf (or more than one) can be locked inside to guarantee that one nearby dwarf will be idle who can pull a lever at a moment's notice, rather than wait for the first idle dwarf to respond, who might be far across the map. This can be critical with some of the more complex [[Trap design|trap designs]].  For longer sieges, a small personal stockpile of booze and food is critical, or an &amp;quot;airlock&amp;quot; that can be (re)stocked for prolonged situations.&lt;br /&gt;
&lt;br /&gt;
Some control rooms have all doors linked to a single lever, which is the first one pulled - this seals in the first volunteer to respond, although {{k|A}}ctivating a specific recruit and stationing them and then manually locking them in the control room is sometimes faster.  Double doors, one set manual, and one set linked, allow for manual sealing of the room in either manner.  (It's advised to have a backup lever somewhere to open the linked doors in case of accidents.)&lt;br /&gt;
&lt;br /&gt;
Advanced players do not trust doors alone to protect their control room, as some fortress invaders are [[building destroyer]]s, and can deconstruct any door or drawbridge they come across.&lt;br /&gt;
&lt;br /&gt;
Because control rooms often contain levers linked to most every important system in the fortress, it's critical to guard it against troublemakers like [[gremlin]]s and [[tantrum]]ing dwarves.  Having wardogs or other attack animals chained at all entrances is a good start, and military stationed nearby is popular as well.&lt;br /&gt;
&lt;br /&gt;
Because of the crowded nature of a control room, it's particularly important to [[label]] your levers, and/or organize them for positive identification as to function.  Returning to a game after a week and not remembering which &amp;quot;red&amp;quot; lever releases the magma or shuts the main gate is too much [[fun]] for some players.&lt;br /&gt;
&lt;br /&gt;
==Labeling==&lt;br /&gt;
There is no way to determine what levers operate what objects except by pulling them and seeing what happens.&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;  Because of this, it can be critical to, somehow, keep track of what lever does what and where (''especially'' in a control room!).  [[Note|Label]]ing each individual lever is (possibly) the most foolproof.  Some players (additionally) use architecture or color coding to help label their levers, either placing them near the objects they activate, or in small bays organized in groups (even within a control room), and/or making the mechanism (and linked objects) out of a [[The Non-Dwarf's Guide to Rock|particular colored]] stone, or likewise coloring the nearby wall or floor, or even constructing a letter or symbol in a floor mosaic - whatever works, so long as it ''does'' work.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;(*): Not exactly true. You can attempt to link the lever to a new object. Anything already linked to that lever will not show up in the list, as a given item cannot be linked to the same trigger twice, so you could, in theory, look through the entire list; any item which doesn't appear in that list is linked. However, this process of elimination becomes a very daunting prospect with, say, doors.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Computing ==&lt;br /&gt;
&lt;br /&gt;
Elaborate combinations of levers (or pressure plates) and other objects can be used to create mechanical systems that can perform various forms of [[computing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4810</id>
		<title>40d:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4810"/>
		<updated>2009-09-08T14:57:50Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Tagged to verify re: embark vs trade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Stone]]s which are classified as '''flux''' materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. They are considered [[economic stone|economic stones]], and so can be manipulated on the [[Status#Stone_Status_Screen|z-stone]] menu.  All flux has a material [[value]] of 2, which is twice that of common stone (material value 1), making it preferable for [[workshop]]s, [[construction]], and most all stone products.  ''(Only [[obsidian]] and some higher-value [[ore]]s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
Note that [[blocks]] made out of flux materials cannot be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:*[[Calcite]]&lt;br /&gt;
:*[[Chalk]]&lt;br /&gt;
:*[[Dolomite]]&lt;br /&gt;
:*[[Limestone]]&lt;br /&gt;
:*[[Marble]]&lt;br /&gt;
&lt;br /&gt;
All flux stones form [[layer]]s or (for ([[calcite]]) are present as inclusions within them, and so can be seen in the pre-embark screen. [[Limestone]], [[dolomite]] and [[chalk]] form [[sedimentary]] layers, which can have large deposits of [[iron]]-bearing ore. [[Marble]] is a [[metamorphic layer]], so it can be found within almost any [[biome]].  Most significantly, marble can be found near [[igneous extrusive layer]]s (i.e. near [[volcano]]es and [[magma vent]]s), which is rare for any sedimentary layer*.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* What this means is that it's very unusual for a map to have all three of magma, flux and high-iron-bearing sedimentary layers together.  It can happen, and larger maps increase the chances of such, but it's unexpected when found close to each other.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the [[dwarf|dwarven]] traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.&lt;br /&gt;
:(* If you are able to take flux stone at [[embark]], you will be able to request it from the [[caravan]] in meetings with the [[liaison]], as with pretty much everything else; but they aren't likely to bring much. Your [[steel]] industry may be better served by buying up everything they have that's made of steel, especially the toys/crafts, and [[melt]]ing it all down.) {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[steel]]&lt;br /&gt;
:* [[pig iron]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38949</id>
		<title>40d Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38949"/>
		<updated>2009-09-08T14:52:38Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Trading for Flux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps without flux? ==&lt;br /&gt;
&lt;br /&gt;
Where might I find flux? I've been digging quite extensive shafts but have yet to hit on any at all - instead it's all shale, granite, magnetite and mica. --[[User:Theory|Theory]] 14:53, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Before you embark, check the map screen. It will list the different stone layers available in each biome in your selected embark area. Use F1-F8 to flip through all available biomes in your embark area, noting the stone layers in each to the right. If one of the flux stones shows up in that list in one (or more) of the biomes in your embark area, you will have that flux available. You can also tell where it will be based on the stone list and the selected biome. If it lists gabbro, then chalk, then obsidian in a biome which is in the southwest corner of your embark area, you can use that to find it. Dig into the southwest corner and pay attention to the stone type you're digging in. If you're digging in gabbro, the chalk is some z-levels below; likewise, if you're digging in obsidian, the chalk will be some z-levels above.&lt;br /&gt;
&lt;br /&gt;
:If you've already embarked to an area without paying attention to that, it's very likely that you don't have any flux available; it can be rather sparse throughout the world. Still, you have a couple of options. First, you could generate another world using the same seed and find the spot you embarked to again to note the stone layers. Otherwise, you could use the Reveal.exe utility on a copy of your current world to reveal all stone layers and hunt around for some flux.&lt;br /&gt;
:EDIT: also, if you have no flux available on your map, you can always make a trade agreement with another civilization to have them bring you flux stone with their trade caravans. --[[User:Janus|Janus]] 22:37, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading for Flux ==&lt;br /&gt;
Can somebody confirm that flux stones should be available for trade because it seems I cannot get chalk, limestone, marble etc although I can get bituminous coal, magnetite etc.[[User:GarrieIrons|GarrieIrons]] 09:53, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I trade for them all the time. It does depend on the dwarven civ you trade with, though- I know one of my dwarf civs only has one kind of flux, while another has three or four. And of course, you can only get it from the dwarven caravans. --[[User:Zombiejustice|Zombiejustice]] 10:46, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've had many maps where I could trade for flux, but I just got a map with no flux in it and no flux listed in the embark screen under stone or in the dwarven caravan's trade request list. I guess steel will have to be an import in maps like that. [[User:Psion|Psion]] 07:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Civilisations will only bring flux if they have access to it. You can check on the world map if their cities are on Flux layers. If not, you never have access to flux.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe the stones you can bring on embark are also representative of what the civilization has available.  That is, if there's no flux available on the embark screen, then the traders won't have any.  Incidentally, the same would go for [[bauxite]] as well. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
 If you are able to take flux stone at [[embark]], &amp;lt;br /&amp;gt;you will be able to request it from the [[caravan]]...&lt;br /&gt;
I'm not convinced this is a perfectly true statement of the facts.  First, if there is more than one dwarf civ to choose from, yours might not have flux while the Trader's does - that much is clear.  But regarding the above statement - are we sure it doesn't work the other way as well, that some Traders might ''not'' have flux if the civ you chose does?  --[[User:Albedo|Albedo]] 21:02, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Odd. I was under the impression that the dwarven caravan was always from your own civilisation. I've yet to notice a mismatch between what I could bring and what the traders had, but I'll admit I wasn't watching everything - just specific things(like coal). --[[User:Shurhaian|Shurhaian]]&lt;br /&gt;
::It was my impression that it could differ, but I could easily be wrong - like you, I haven't made notes on every detail.  Pain in the ass to research, since it requires a 2 1/2 season diff between embark and the liaison.--[[User:Albedo|Albedo]] 21:29, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::This is the first time I have heard anyone suggest it could differ. The last many times I have embarked (I can be somewhat perfectionistic so I abandon quite a bit) the resources for trade have been consistent with the ones for embark, and the times I have bothered to check the civ name has been too. I don't actually know for a fact that this is always the case, but I am under the impression that it is considered a fact. --[[User:Nahno|Nahno]] 12:26, 8 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Indeed. Given that you can eventually become the Mountainhome for your respective civilisation, and also considering the liaison's greeting, it just makes sense that you trade with your own civilisation. Which is also part of why they never declare war with you, isn't it? Unless you posit that the dwarves have never, ever, ever known intraracial wars - at which point why even have multiple civilisations? ...Seriously, though, also consider: the liaison stops showing up as soon as you have the king/queen at your fortress. If it were from a different civilisation, you'd think it MORE important, not less, to send an emissary. --[[User:Shurhaian|Shurhaian]]&lt;br /&gt;
&lt;br /&gt;
==flux blocks==&lt;br /&gt;
&lt;br /&gt;
:I've been having some trouble importing flux. The merchants are happy to bring marble blocks, but for some reason my smelters aren't giving me the option to make pig iron. Can I use blocks as a flux material, or does it have to be rough stones? I have all of the other ingredients I need so I can't think what else the problem could be. [[User:Aosher|Aosher]] 04:56, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Blocks can not be used as flux AFAIR, you need the real stones.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm pretty sure that you are correct: you need raw stones, not blocks.  FWIW, [[modding]] can provide ways to counteract the problem of only being able to get blocks from the traders and not the raw stones. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::If you can only trade for flux if you mod the game, then shouldn't that be noted in the article? At the moment ti's slightly misleading. [[User:Aosher|Aosher]] 05:48, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::i had the same problem; asked for chalk blocks from the caravan, traded for chalk blocks, and found myself lacking the 'make pig iron' option. fortunately, i've asked for some chalk stones (not blocks - it is possible. check the 'materials' tab, i think, when the liaison appears) from the next dwarven caravan - let's see if they're delivered :D &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::also, it should be stated that blocks cant be used as flux on the flux page; anyone wanna edit it? x] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::For the record, I do not believe that &amp;quot;this can be changed by modding&amp;quot; should be in ''any'' article except for the most dire of bugs and oversights.  Otherwise, we would have to say as much on a very, VERY large number of pages despite it being completely irrelevant to the unmodded game. --[[User:LegacyCWAL|LegacyCWAL]] 12:20, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Seconded. You mod at your own risk. --[[User:N9103|Edward]] 12:50, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yeah, they brought some flux stone (the caravans after i asked 'em). all 8 pieces, lol. two of each, minus dolomite. they even brought a (yes, singular) lignite block (so i'm not sure if it can be used), but it was only 5! :D&amp;lt;br&amp;gt;how do you get them to bring more? put it to the highest priority in the negotiations thing? all i asked for was chalk and some meat! :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::::::I often started on maps without flux, and as far as I know, the traders never bring many stones. There are some ways to go around the problem, though. First of all, you should keep in mind that there is very little use in steel items. A fully clad platemail dwarf needs ten bars, and iron is almost as good as steel (definitely enough for &amp;quot;light infantry&amp;quot;). When starting a new fort, you can therefore try to take a lot of flux with you, as it is relatively cheap (6 points). Furthermore, you can trade with the caravan for steal items and melt them down. This is most often no problem, since you output tons of trade goods after 1-2 years. Finally, you can order steel bars and pig iron bars with highest priority, which might give less flux, but should always be a net gain. Humans can also bring pig iron bars.[[User:Qwertyu|Qwertyu]] 17:13, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::i ended up doing just that; trading for all their 'steel harps' and such, and melting them down. same as asking for flux, they only brought a bar of steel with them. yep, just one, lol. handed over a few bins filled with narrow/small/large stuff from a couple of sieges, and they left happy :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::::::(A max suit of armor is '''12 bars''', 13 if you count the weapon.  That's a layered cap (1) plus chain (2), plate (3) and greaves (2) for 8, plus 1 each for helm, gauntlet, boots and shield for an even dozen.  And while a steel weapon is not mandatory ''(because a champion/hero tends to kill/dismember on one shot with most '''any''' weapon)'', armor to keep dwarves alive - especially during sparing - is far more critical.  I'd want at least 4/dwarf for plate plus helm, 7 for chain plus cap would be even better, but it's all personal pref.)--[[User:Albedo|Albedo]] 21:02, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flux Capacitor? ==&lt;br /&gt;
&lt;br /&gt;
So dwarves will be able to travel back in time? In a DeLorean? --[[User:AlexFili|AlexFili]] 05:59, 16 June 2008 (EDT)&lt;br /&gt;
:Yes, but you have to generate 1.21 Gigawatts with windmills and water wheels.&lt;br /&gt;
My Niggling doubt says otherwise&lt;br /&gt;
::They will when your dwarven calendar reaches 1985. But no till then.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:40, 24 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38946</id>
		<title>40d Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Flux&amp;diff=38946"/>
		<updated>2009-09-07T21:19:45Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Trading for Flux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps without flux? ==&lt;br /&gt;
&lt;br /&gt;
Where might I find flux? I've been digging quite extensive shafts but have yet to hit on any at all - instead it's all shale, granite, magnetite and mica. --[[User:Theory|Theory]] 14:53, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Before you embark, check the map screen. It will list the different stone layers available in each biome in your selected embark area. Use F1-F8 to flip through all available biomes in your embark area, noting the stone layers in each to the right. If one of the flux stones shows up in that list in one (or more) of the biomes in your embark area, you will have that flux available. You can also tell where it will be based on the stone list and the selected biome. If it lists gabbro, then chalk, then obsidian in a biome which is in the southwest corner of your embark area, you can use that to find it. Dig into the southwest corner and pay attention to the stone type you're digging in. If you're digging in gabbro, the chalk is some z-levels below; likewise, if you're digging in obsidian, the chalk will be some z-levels above.&lt;br /&gt;
&lt;br /&gt;
:If you've already embarked to an area without paying attention to that, it's very likely that you don't have any flux available; it can be rather sparse throughout the world. Still, you have a couple of options. First, you could generate another world using the same seed and find the spot you embarked to again to note the stone layers. Otherwise, you could use the Reveal.exe utility on a copy of your current world to reveal all stone layers and hunt around for some flux.&lt;br /&gt;
:EDIT: also, if you have no flux available on your map, you can always make a trade agreement with another civilization to have them bring you flux stone with their trade caravans. --[[User:Janus|Janus]] 22:37, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading for Flux ==&lt;br /&gt;
Can somebody confirm that flux stones should be available for trade because it seems I cannot get chalk, limestone, marble etc although I can get bituminous coal, magnetite etc.[[User:GarrieIrons|GarrieIrons]] 09:53, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I trade for them all the time. It does depend on the dwarven civ you trade with, though- I know one of my dwarf civs only has one kind of flux, while another has three or four. And of course, you can only get it from the dwarven caravans. --[[User:Zombiejustice|Zombiejustice]] 10:46, 13 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've had many maps where I could trade for flux, but I just got a map with no flux in it and no flux listed in the embark screen under stone or in the dwarven caravan's trade request list. I guess steel will have to be an import in maps like that. [[User:Psion|Psion]] 07:33, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Civilisations will only bring flux if they have access to it. You can check on the world map if their cities are on Flux layers. If not, you never have access to flux.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::I believe the stones you can bring on embark are also representative of what the civilization has available.  That is, if there's no flux available on the embark screen, then the traders won't have any.  Incidentally, the same would go for [[bauxite]] as well. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
 If you are able to take flux stone at [[embark]], &amp;lt;br /&amp;gt;you will be able to request it from the [[caravan]]...&lt;br /&gt;
I'm not convinced this is a perfectly true statement of the facts.  First, if there is more than one dwarf civ to choose from, yours might not have flux while the Trader's does - that much is clear.  But regarding the above statement - are we sure it doesn't work the other way as well, that some Traders might ''not'' have flux if the civ you chose does?  --[[User:Albedo|Albedo]] 21:02, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Odd. I was under the impression that the dwarven caravan was always from your own civilisation. I've yet to notice a mismatch between what I could bring and what the traders had, but I'll admit I wasn't watching everything - just specific things(like coal). --[[User:Shurhaian|Shurhaian]]&lt;br /&gt;
&lt;br /&gt;
==flux blocks==&lt;br /&gt;
&lt;br /&gt;
:I've been having some trouble importing flux. The merchants are happy to bring marble blocks, but for some reason my smelters aren't giving me the option to make pig iron. Can I use blocks as a flux material, or does it have to be rough stones? I have all of the other ingredients I need so I can't think what else the problem could be. [[User:Aosher|Aosher]] 04:56, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Blocks can not be used as flux AFAIR, you need the real stones.[[User:Qwertyu|Qwertyu]] 10:04, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I'm pretty sure that you are correct: you need raw stones, not blocks.  FWIW, [[modding]] can provide ways to counteract the problem of only being able to get blocks from the traders and not the raw stones. --[[User:LegacyCWAL|LegacyCWAL]] 12:15, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::If you can only trade for flux if you mod the game, then shouldn't that be noted in the article? At the moment ti's slightly misleading. [[User:Aosher|Aosher]] 05:48, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::i had the same problem; asked for chalk blocks from the caravan, traded for chalk blocks, and found myself lacking the 'make pig iron' option. fortunately, i've asked for some chalk stones (not blocks - it is possible. check the 'materials' tab, i think, when the liaison appears) from the next dwarven caravan - let's see if they're delivered :D &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::also, it should be stated that blocks cant be used as flux on the flux page; anyone wanna edit it? x] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJDevil|DJDevil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::::::For the record, I do not believe that &amp;quot;this can be changed by modding&amp;quot; should be in ''any'' article except for the most dire of bugs and oversights.  Otherwise, we would have to say as much on a very, VERY large number of pages despite it being completely irrelevant to the unmodded game. --[[User:LegacyCWAL|LegacyCWAL]] 12:20, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Seconded. You mod at your own risk. --[[User:N9103|Edward]] 12:50, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yeah, they brought some flux stone (the caravans after i asked 'em). all 8 pieces, lol. two of each, minus dolomite. they even brought a (yes, singular) lignite block (so i'm not sure if it can be used), but it was only 5! :D&amp;lt;br&amp;gt;how do you get them to bring more? put it to the highest priority in the negotiations thing? all i asked for was chalk and some meat! :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::::::I often started on maps without flux, and as far as I know, the traders never bring many stones. There are some ways to go around the problem, though. First of all, you should keep in mind that there is very little use in steel items. A fully clad platemail dwarf needs ten bars, and iron is almost as good as steel (definitely enough for &amp;quot;light infantry&amp;quot;). When starting a new fort, you can therefore try to take a lot of flux with you, as it is relatively cheap (6 points). Furthermore, you can trade with the caravan for steal items and melt them down. This is most often no problem, since you output tons of trade goods after 1-2 years. Finally, you can order steel bars and pig iron bars with highest priority, which might give less flux, but should always be a net gain. Humans can also bring pig iron bars.[[User:Qwertyu|Qwertyu]] 17:13, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::i ended up doing just that; trading for all their 'steel harps' and such, and melting them down. same as asking for flux, they only brought a bar of steel with them. yep, just one, lol. handed over a few bins filled with narrow/small/large stuff from a couple of sieges, and they left happy :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::::::(A max suit of armor is '''12 bars''', 13 if you count the weapon.  That's a layered cap (1) plus chain (2), plate (3) and greaves (2) for 8, plus 1 each for helm, gauntlet, boots and shield for an even dozen.  And while a steel weapon is not mandatory ''(because a champion/hero tends to kill/dismember on one shot with most '''any''' weapon)'', armor to keep dwarves alive - especially during sparing - is far more critical.  I'd want at least 4/dwarf for plate plus helm, 7 for chain plus cap would be even better, but it's all personal pref.)--[[User:Albedo|Albedo]] 21:02, 7 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Flux Capacitor? ==&lt;br /&gt;
&lt;br /&gt;
So dwarves will be able to travel back in time? In a DeLorean? --[[User:AlexFili|AlexFili]] 05:59, 16 June 2008 (EDT)&lt;br /&gt;
:Yes, but you have to generate 1.21 Gigawatts with windmills and water wheels.&lt;br /&gt;
My Niggling doubt says otherwise&lt;br /&gt;
::They will when your dwarven calendar reaches 1985. But no till then.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:40, 24 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4809</id>
		<title>40d:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Flux&amp;diff=4809"/>
		<updated>2009-09-07T20:42:13Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: You can so know in advance if you'll get flux from the dwarven caravan; check at embark.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Stone]]s which are classified as '''flux''' materials can be used in the creation of [[pig iron]] and [[steel]] at a [[smelter]]. They are considered [[economic stone|economic stones]], and so can be manipulated on the [[Status#Stone_Status_Screen|z-stone]] menu.  All flux has a material [[value]] of 2, which is twice that of common stone (material value 1), making it preferable for [[workshop]]s, [[construction]], and most all stone products.  ''(Only [[obsidian]] and some higher-value [[ore]]s have a higher material value for stonework.)''&lt;br /&gt;
&lt;br /&gt;
Note that [[blocks]] made out of flux materials cannot be used in the production of pig iron or steel.&lt;br /&gt;
&lt;br /&gt;
The following stones fall under this reaction class:&lt;br /&gt;
&lt;br /&gt;
:*[[Calcite]]&lt;br /&gt;
:*[[Chalk]]&lt;br /&gt;
:*[[Dolomite]]&lt;br /&gt;
:*[[Limestone]]&lt;br /&gt;
:*[[Marble]]&lt;br /&gt;
&lt;br /&gt;
All flux stones form [[layer]]s or (for ([[calcite]]) are present as inclusions within them, and so can be seen in the pre-embark screen. [[Limestone]], [[dolomite]] and [[chalk]] form [[sedimentary]] layers, which can have large deposits of [[iron]]-bearing ore. [[Marble]] is a [[metamorphic layer]], so it can be found within almost any [[biome]].  Most significantly, marble can be found near [[igneous extrusive layer]]s (i.e. near [[volcano]]es and [[magma vent]]s), which is rare for any sedimentary layer*.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* What this means is that it's very unusual for a map to have all three of magma, flux and high-iron-bearing sedimentary layers together.  It can happen, and larger maps increase the chances of such, but it's unexpected when found close to each other.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Trading for flux ===&lt;br /&gt;
&lt;br /&gt;
If your map has no flux on it (which is a common situation), then you can request it from the [[dwarf|dwarven]] traders (assuming the traders have access to flux, which is not guaranteed*). Make sure you order (flux material) ''stone'', which is in the material section, since you can't use flux'' blocks'' to create steel.&lt;br /&gt;
:&amp;lt;sup&amp;gt;(* If you are able to take flux stone at [[embark]], you will be able to request it from the [[caravan]] in meetings with the [[liaison]], as with pretty much everything else; but they aren't likely to bring much. Your [[steel]] industry may be better served by buying up everything they have that's made of steel, especially the toys/crafts, and [[melt]]ing it all down.)&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
See also:&lt;br /&gt;
:* [[steel]]&lt;br /&gt;
:* [[pig iron]]&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27638</id>
		<title>40d Talk:Appraiser</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Appraiser&amp;diff=27638"/>
		<updated>2009-09-06T20:25:10Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've noticed that actual trades do not affect the Apprasial Skill. Instead, When the Broker actually goes to the depot when the Merchants are there, the skill increases. It seems like when I start a new fortress, if I use a dwarf without appraisal skill, he'll already have Dabbling Appraiser before I actually trade goods. Anyone else notice this? --[[User:Wahnsinniger|Wahnsinniger]] 12:58, 19 November 2007 (EST)&lt;br /&gt;
:I thought the appraiser skill was only really used to be able to see the price of the goods when you trade? Thus, it doesn't have much use in itself, it's simply pretty neat to actualy know accuratly what you're trading for and against in term of price. --[[User:Eagle of Fire|Eagle of Fire]] 13:50, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed this as well. Further, it appears that only the first dwarf to examine a given set of trade goods will gain skill. --&lt;br /&gt;
&lt;br /&gt;
I think the statement that &amp;quot;Selecting items to trade doesn't give skill&amp;quot; is incorrect, and actually ''is'' giving skill. I recently selected a whole slew of items with my non-legendary mayor/trader, but noticed I didn't have enough to afford all the caravan's goods so backed out of the trade window... then I noticed he just hit legendary. I could be mistaken and he had already been legendary before he got to the depot, but I'm fairly sure he wasn't. [[User:Lightning4|Lightning4]] 19:35, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I just got into dwarven economy mode on a fortress of mine, and it seems that my shops are owned by appraisers. Is this a coincidence? --[[User:Kim Bruning|Kim Bruning]] 19:56, 1 December 2007 (EST)&lt;br /&gt;
:Do you mean that the shopkeepers happen to be dwarves that already has appraisal, or that the shopkeepers gained the appraisal skill?--[[User:Karlito|Karlito]] 20:43, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
So is experience gained quicker through single large transactions, that is trading loads of goods and clearing out the caravan in one transaction, or is offering more smaller transactions a better way? I've not been able to tell any difference so far but it seems reasonable that one way would be better. [[User:Extar|Extar]] 19:47, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Appraiser &amp;amp; Bookeeping ==&lt;br /&gt;
&lt;br /&gt;
Are we sure that bookkeeping gives appraiser experience? Because I have a new bookkeeper in training, and she hasn't gained any appraiser skill. --[[User:Strangething]], unsigned&lt;br /&gt;
&lt;br /&gt;
:You are correct; it does not give that experience. --[[User:Savok|Savok]] 17:48, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== need goods? ==&lt;br /&gt;
&lt;br /&gt;
My broker wouldn't go to the elves to trade until all the goods were there, but I had already traded by enabling anyone can trade. do they only go when all the goods are there, and why does anyone can trade make a difference? btw I don't keep all can trade on ever, only when I need it, and my broker had no job at all to do.--[[User:Destor|Destor]] 21:12, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think you can go to trade at any point after the caravan &amp;quot;starts unloading its goods&amp;quot;.  If all the traders haven't arrived yet, however, they'll tell you, &amp;quot;we're still unloading&amp;quot;.  I'm not sure why you experienced that problem... maybe you have the &amp;quot;trader requested&amp;quot; on the wrong setting?  The way it says &amp;quot;t: trader requested&amp;quot; makes it seem like you have to ''hit'' t to make the request, but whatever is showing at the moment is what you are requesting.--[[User:Maximus|Maximus]] 21:31, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: It seems that the ''Bring item to depot'' job has higher priority than the ''Trade at depot'' one. However, once a broker has started the ''Trade'' job, (s)he will be unconcerned by any additionnal good hauling request.--[[User:Aykavil|Aykavil]] 10:27, 24 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identical goods? ==&lt;br /&gt;
&lt;br /&gt;
Is it verified that goods with different prices - especially by 20 - are in fact identical? That pig tail rope that goes for 80 instead of 60 (fake numbers, except for the 20) may look to be just another (normal quality) &amp;quot;pig tail rope&amp;quot;, but if you actually look at the details, I've often found that the one for 80 was dyed. --[[User:Shurhaian|Shurhaian]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21036</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21036"/>
		<updated>2008-11-11T19:52:55Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Example suggestion about cave plant names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I wasn't sure you saw my comment at [[:Image:DF Terraform.PNG]], but I wanted you to know it's top-notch. Thanks for making it. --[[User:Turgid Bolk|Turgid Bolk]] 00:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wow.  That thing ''is'' pretty damn good.  I wish I'd had an explanation like that during those first few days of the release...  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:54, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So do we have to crop the graphics to implement them? Or am I just being stupid? [[User:Makuus|Makuus]] 15:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Botany mod:'''&lt;br /&gt;
&lt;br /&gt;
I'd love to see more millable items, and maybe a craftable food item? I'm thinking of pig tails --&amp;gt; thread --&amp;gt; plant fiber crafts. Perhaps wreaths, incense, perfume? --[[User:DDouble|DDouble]] 02:18, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What i want to see is corn.(Process to bag would make popcorn, lol) also coconut extract to vial should be coconut milk --[[User:0todd0|0todd0]] 01:09, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Br%C3%A4nnvin] , from brewing potatoes, perhaps?&lt;br /&gt;
&lt;br /&gt;
What I'd personally like to see is more variety in the names of the underground plants. It's not cave linen, it's pig tail, for instance; wheat is the only one that takes that easy approach. What are some identifying features of the plants you're putting in, which might be present in a mushroom form of the same plant? [[User:Shurhaian|Shurhaian]] 14:46, 11 November 2008 (EST) Addendum: Maybe &amp;quot;cave grapes&amp;quot;, for instance, grow from the ceiling(or from a trellis) and hang below it, and their clusters are &amp;quot;dangle pods&amp;quot; or something? Not necessarily a good idea, but trying to get into the spirit.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21035</id>
		<title>User talk:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Chariot&amp;diff=21035"/>
		<updated>2008-11-11T19:46:58Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Cave plant names in Botany?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'd love to see some more milkable creatures --[[User:Tracker|Tracker]] 14:11, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I wasn't sure you saw my comment at [[:Image:DF Terraform.PNG]], but I wanted you to know it's top-notch. Thanks for making it. --[[User:Turgid Bolk|Turgid Bolk]] 00:48, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Wow.  That thing ''is'' pretty damn good.  I wish I'd had an explanation like that during those first few days of the release...  -[[User:EarthquakeDamage|EarthquakeDamage]] 01:54, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
So do we have to crop the graphics to implement them? Or am I just being stupid? [[User:Makuus|Makuus]] 15:48, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
'''Botany mod:'''&lt;br /&gt;
&lt;br /&gt;
I'd love to see more millable items, and maybe a craftable food item? I'm thinking of pig tails --&amp;gt; thread --&amp;gt; plant fiber crafts. Perhaps wreaths, incense, perfume? --[[User:DDouble|DDouble]] 02:18, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What i want to see is corn.(Process to bag would make popcorn, lol) also coconut extract to vial should be coconut milk --[[User:0todd0|0todd0]] 01:09, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[http://en.wikipedia.org/wiki/Br%C3%A4nnvin] , from brewing potatoes, perhaps?&lt;br /&gt;
&lt;br /&gt;
What I'd personally like to see is more variety in the names of the underground plants. It's not cave linen, it's pig tail, for instance; wheat is the only one that takes that easy approach. What are some identifying features of the plants you're putting in, which might be present in a mushroom form of the same plant? [[User:Shurhaian|Shurhaian]] 14:46, 11 November 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Steel&amp;diff=39813</id>
		<title>40d Talk:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Steel&amp;diff=39813"/>
		<updated>2008-05-16T21:28:41Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The damage %age relative to iron of just about everything else (silver weapons, copper weapons, etc.) is listed in the respective article. Do we know it for steel (I've noticed it's missing for adamantine as well,) or how to find it?--[[User:Eurytus|Eurytus]] 9:51   2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It is there, though it may not be in a standard location. --[[User:Savok|Savok]] 23:53, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carbon required? ==&lt;br /&gt;
&lt;br /&gt;
The math on this page seems to be slightly off.&lt;br /&gt;
&lt;br /&gt;
One carbon (coke or charcoal) is needed to create pig iron, and one to combine iron and pig iron into steel. This assumes a magma smelter.&lt;br /&gt;
&lt;br /&gt;
However, four smelting operations are involved: two to make iron, one to make pig iron, and one to make steel. So if you're using a non-magma smelter, wouldn't this mean four MORE fuel, for a total of six, rather than just four total?&lt;br /&gt;
&lt;br /&gt;
In other words, is the fuel definitely used as a carbon source? I'm pretty sure this used to not be the case.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Steel&amp;diff=39812</id>
		<title>40d Talk:Steel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Steel&amp;diff=39812"/>
		<updated>2008-05-16T02:00:15Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Carbon required?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The damage %age relative to iron of just about everything else (silver weapons, copper weapons, etc.) is listed in the respective article. Do we know it for steel (I've noticed it's missing for adamantine as well,) or how to find it?--[[User:Eurytus|Eurytus]] 9:51   2 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:It is there, though it may not be in a standard location. --[[User:Savok|Savok]] 23:53, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Carbon required? ==&lt;br /&gt;
&lt;br /&gt;
The math on this page seems to be slightly off.&lt;br /&gt;
&lt;br /&gt;
One carbon (coke or charcoal) is needed to create pig iron, and one to combine iron and pig iron into steel. This assumes a magma smelter.&lt;br /&gt;
&lt;br /&gt;
However, four smelting operations are involved: two to make iron, one to make pig iron, and one to make steel. So if you're using a non-magma smelter, wouldn't this mean four MORE fuel, for a total of six, rather than just four total?&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38171</id>
		<title>40d:Pregenerated worlds/0.27.176.38c</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.176.38c&amp;diff=38171"/>
		<updated>2008-05-15T06:50:17Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick Seed===&lt;br /&gt;
&lt;br /&gt;
Seed: 20&amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 257x257&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Result: A 0-reject world.  Two interesting features I've noticed thus far are an island with what appears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake.  I'd note mineral distribution, but I'm not quite as interested in Fortress mode as I am in Adventurer mode.&amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unsiegeable Mini-Island===&lt;br /&gt;
&lt;br /&gt;
Seed: 111121519&lt;br /&gt;
&lt;br /&gt;
Dimensions: 257x257&lt;br /&gt;
&lt;br /&gt;
OS: Vista (might work on other OS)&lt;br /&gt;
&lt;br /&gt;
[[Image:Islandthingernosiegeyay.png]]&lt;br /&gt;
&lt;br /&gt;
A mini-island formed by several rivers and a lake (You can't see it on the embark screen, but I assure you, it is there). Completely unsiegeable nine months of the year, while still allowing access to Human/Elf traders. You may have to wall off the edges to stay safe in Winter, but on the plus side the Goblins will fall into the lake in the spring.&lt;br /&gt;
&lt;br /&gt;
Aside from that, there's not much else here.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes.&lt;br /&gt;
* '''Sand''': Directly under the lake is some black sand. Try to dig on the highest layer possible to avoid the aquifer.&lt;br /&gt;
* '''Aquifer''': Yes, but for some odd reason there's stone directly above it, and there's usually a stone cluster you can dig through.&lt;br /&gt;
* '''Soil''': Yes, but on the far side of the lake, so it may be easier just to flood some rock if you want a farm.&lt;br /&gt;
* '''Iron''': Haven't seen any, nor have I used reveal to check, but there's lots of Sedimentary rock, so there's a good chance of it.&lt;br /&gt;
* '''Metals''': I've seen a vein of Zinc and some Copper, but again, I haven't Revealed to check the full potential.&lt;br /&gt;
* '''Fuel''': Plenty of trees, and I think there was a vein of coal somewhere.&lt;br /&gt;
* '''Bauxite''': A big cluster on the island. While there's no magma here, you can use this to breach the aquifer.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
&lt;br /&gt;
* '''Does not have''': Adamantine, Magma, Underground water, Chasm, Cave, Flux, Obsidian, or Undead.&lt;br /&gt;
&lt;br /&gt;
Oh, and there's a lot of rejects. I can't remember how many, it was at least a hundred, maybe two hundred, but most of them are fast rejects. --[[User:Untelligent|Untelligent]] 22:20, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xomlox, The Realm of Typhoons ===&lt;br /&gt;
&lt;br /&gt;
This is a 4x6 location with basically every major resource. Ground is from level 147 to 152. Cliffs are no taller than 2, surroundings are wilderness and temperature is warm.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you don't need an underground lake, you can trim it to 4x5 by taking off the top north side and still get everything else.&lt;br /&gt;
[[Image:Realm of typhoons location.png]]&lt;br /&gt;
* '''Seed''': 3593291792 It has only 1 reject.&lt;br /&gt;
* '''Adamantine''': In the middle east side.&lt;br /&gt;
* '''Magma''': Pipe in the south side from bottom to level 144, not seen from surface.&lt;br /&gt;
* '''River''': Runs from the northeast to the south side.&lt;br /&gt;
* '''Underground lake''': In the north, not seen from surface.&lt;br /&gt;
* '''Chasm''': Yes in the west, not seen from surface.&lt;br /&gt;
* '''Cave''': Named cave called Elbowgloom with an ettin and some giant moles in the west, south of chasm.&lt;br /&gt;
* '''Trees''': More than you'll ever need.&lt;br /&gt;
* '''Sand''': Yes, yellow and black in the northwest.&lt;br /&gt;
* '''Soil''': Yes.&lt;br /&gt;
* '''Iron''': Hematite veins in obsidian.&lt;br /&gt;
* '''Metals''': Ore for every metal except zinc present.&lt;br /&gt;
* '''Flux''': Lots of marble (few levels below sand).&lt;br /&gt;
* '''Fuel''': None, but there are enough trees.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': You can dig an entire fortress in it.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[User:DFD|DFD]] 09:09, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Smata Xestsu, The Realm of Enchantments ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image: SmataXestsu.jpg]]&lt;br /&gt;
&lt;br /&gt;
This 3x6 location has almost all features the game has to offer.  Here we have magma, a river, a cave river, an underground lake, iron, flux, sand, adamantine, a chasm, and an optional cave.  Cliffs range from 1 to 3. The Temperature is Scorching, the Trees are Woodland, Other Vegetation is Moderate, and the Surroundings are either Calm or Sinister.  If you want a cave with a minotaur you can expand the area two tiles north to make a 5x6 location.  Likewise, if you don't need the underground lake or cave river you can reduce the area by two tiles to the south to make a 2x6 location.&lt;br /&gt;
* '''Seed''': 1321093328 with 3 rejects.&lt;br /&gt;
* '''Adamantine''': In the top left side.&lt;br /&gt;
* '''Magma''': Pipe on the far right on levels 140 to 144 (not seen from surface).&lt;br /&gt;
* '''River''': Runs along left side.&lt;br /&gt;
* '''Underground lake''': On the bottom side of the map.&lt;br /&gt;
* '''Chasm''': On the left, south of the Pits.&lt;br /&gt;
* '''Cave''': (Optional) On the top of the map.  Its name is Osmatgened Aloakon, &amp;quot;Heartdepth the Harmonious Shadows&amp;quot;.&lt;br /&gt;
* '''Trees''': Enough to support full scale steel operation.&lt;br /&gt;
* '''Sand''': Plenty, its the black kind.&lt;br /&gt;
* '''Soil''': A bit in the bottom right of the map.&lt;br /&gt;
* '''Iron''': A great amount scattered around in Hematite veins.&lt;br /&gt;
* '''Metals''': Lots of Copper (Native, Malachite, and Tetrahedrite), Lots of Silver (Native, and Tetrahedrite, Galena), Lots of Gold, some Aluminum, some Lead (Galena), some Tin (Cassiterite), no Bismuth, no Nickel, no Platinum, and no Zinc .&lt;br /&gt;
* '''Flux''': Enourmous amount of Marble.&lt;br /&gt;
* '''Fuel''': None.&lt;br /&gt;
* '''Bauxite''': None.&lt;br /&gt;
* '''Obsidian''': Just what is around the magma.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Sartoris]] 6 March 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Adelaanenu, The Wondrous Planet ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Adelaanenu.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a very dangerous site; 2x5 area so it should run well... especially if you kill all the creatures.&lt;br /&gt;
&lt;br /&gt;
This is the smallest I've been able to get a site in the new version while maintaining all the features that I look for: magma, pits, cave river, bauxite, fuel, iron and flux. The only thing missing that I like to have is sand, but the rest of it makes up for it.&lt;br /&gt;
&lt;br /&gt;
Note that this map is on a TERRIFYING biome, and it has a group of cave creatures living near the chasm in the south that will make short work of your dwarves if you let them. Your dwarves may spawn next to these cave creatures, so this site is not recommended for beginning players.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 3988471772 with 67 rejects.&lt;br /&gt;
* '''Adamantine''': In the southwest corner.&lt;br /&gt;
* '''Magma pipe''': Northwest corner; surface of pool is below ground in elevation 146, and runs to bottom of map.&lt;br /&gt;
* '''Cave river''': Surface is slightly to west on elevation 148.&lt;br /&gt;
* '''Chasm''': Visible from surface, southeast corner.&lt;br /&gt;
* '''Trees''': North portion of map. Can grow tower caps underground once cave river has been uncovered.&lt;br /&gt;
* '''Soil''': North portion of map.&lt;br /&gt;
* '''Iron''': Large chunks of magnetite in layer 146, and another big chunk below in layer 142, large veins of hematite in several layers.&lt;br /&gt;
* '''Metals''': LARGE Platinum vein through magnetite on layer 146 and other small deposits, Copper (Native and Tetrahedrite), Silver (Galena), Gold, Aluminum, Lead (Galena), no Tin, no Bismuth, no Nickel, and no Zinc .&lt;br /&gt;
* '''Flux''': Seven layers of chalk in northern part of map.&lt;br /&gt;
* '''Fuel''': Elevation 140, west of magma pipe (from very west edge of map to very north edge of map).&lt;br /&gt;
* '''Bauxite''': 142 and 145, right and left sides of magma pipe.&lt;br /&gt;
* '''Obsidian''': Around magma pipe.&lt;br /&gt;
* '''Neighboring Civs''': All.&lt;br /&gt;
Found by: --[[Bharani]] March 7 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Everlasting Dimensions ===&lt;br /&gt;
&lt;br /&gt;
[[Image:1868528756.png]]&lt;br /&gt;
&lt;br /&gt;
This is a pretty full-packed location. It has Adamantine, a magma vent and pool, a cave river and lake with dozens of critters within, a chasm, a complex cave system, which is 10 z-levels deep (packed full of critters and inhabited by a Dragon), marble for flux, hematite for iron (accessible from the surface), sand and some sparse trees.&lt;br /&gt;
&lt;br /&gt;
If you don't need the magma vent and don't need as many chasm tiles, you can get away with a 4x3 map. The world should be pretty fast to generate...has only a few rejects, IIRC.&lt;br /&gt;
&lt;br /&gt;
:Confirmed; only one reject on this one.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': 1868528756&lt;br /&gt;
Found by: --[[Zagibu]] March 8 2008&lt;br /&gt;
&lt;br /&gt;
===Minbazushul, a world without goblins===&lt;br /&gt;
&lt;br /&gt;
[[Image:Minbazushul.gif|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
&lt;br /&gt;
* '''Small World''' (65*65), '''Seed''': 3231003462 Yes, a world without Goblins. They only have two fortresses in the north-east corner of the world, and are unable to pass through the mountains that separate them from the civilized areas.&lt;br /&gt;
*Location: There is one very good location in this world with trees in plenty, sand, flux, a Volcano, an underground river, Bauxite and Adamatite, in a 5x2 area. If you expand it to 9x2 you also get a chasm. Disadvantages are a possible lack of iron ores, since most of the stone is either [[Gabbro]] or [[metamorphic layer|metamorphic]] and the chalk doesn't seem to be rich of them. Good chance of gems, though. Also be careful, it is quite easy to accidentally to dig into the *HIDDEN FUN STUFF*.&lt;br /&gt;
&lt;br /&gt;
Found by: [[User:Zara|Zara]] 07:46, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===A cool World with Everything===&lt;br /&gt;
&lt;br /&gt;
256x256 map Seed: 2850307753&lt;br /&gt;
&lt;br /&gt;
Move North West from starting map location until to see a vent in the middle of the forest.  Go to that square and you will see that the vent has caused a small mountain to form.  If you select the whole mountain (a bit large) you will get the following:&lt;br /&gt;
&lt;br /&gt;
- A chasm seperating the lower third of the map, but it is below ground, so you can easily access both sides.&lt;br /&gt;
&lt;br /&gt;
- The Southern 3rd is rich with gold, iron and adamantine.  Normally that is enough to be great.... but then there is....&lt;br /&gt;
&lt;br /&gt;
What could possibly be the most fun &amp;quot;sandbox&amp;quot; collection of features in the north two 3rds of the mountian.  In this section you get:&lt;br /&gt;
&lt;br /&gt;
- A cave river north of the chasm&lt;br /&gt;
&lt;br /&gt;
- A very deep caldera Pond with very active spiders (good source of silk)&lt;br /&gt;
&lt;br /&gt;
- A modestly hidden magma vent.. though selecting mining will reveal some surface warm stone.  It is right next to the caldera lake...&lt;br /&gt;
&lt;br /&gt;
- A Kobold Cave just north of both features with two legendary Kobolds in residence.&lt;br /&gt;
&lt;br /&gt;
... Ever wanted to flood out a passel of kobolds?  Burn them in firey magma?  Poach them in boiling hot steam?  Or just go to war?  Here is where you can do it!!!  Lots of valuables scattered about as well.&lt;br /&gt;
&lt;br /&gt;
I keep reloading this map and playing with various scenarios.... it is all kinds of fun packed in one somewhat large map!  Enjoy!&lt;br /&gt;
&lt;br /&gt;
===World of EVIL!===&lt;br /&gt;
&lt;br /&gt;
Seed:  175553852&lt;br /&gt;
&lt;br /&gt;
The entire right quarter of this map is evil mountains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dimensions of Legend===&lt;br /&gt;
[TITLE:STANDARD]&lt;br /&gt;
[SEED:3909091239]&lt;br /&gt;
[DIM:257:257]&lt;br /&gt;
&lt;br /&gt;
There are a few interesting locations that I've noticed so far... &lt;br /&gt;
&lt;br /&gt;
Location 1: Volcano, Adamantine, above ground river, and chasm, in a 4x4 area, plus trees and farmable land (sand). [[Image:DimensionsOfLegend 1.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 2: Island (so no Goblins) with Volcano and '''terrifying lake'''. Again, sand, trees, freshwater. &lt;br /&gt;
[[Image:DimensionsOfLegend 2.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Location 3: '''Haunted''' mountains with volcano, adamantine, underground lakes, aboveground rivers, chasms... Next to a forest/plains area with trees.&lt;br /&gt;
[[Image:DimensionsOfLegend 3.JPG|thumb|right|Click on the picture to enlarge]]&lt;br /&gt;
Other areas of note: a Volcanic oceanic island, a mirthful mountain range (with volcanic features, just above Location 3), and a few random volcanos in a forest.&lt;br /&gt;
&lt;br /&gt;
===Xah Rabin - The Dimension of Omen===&lt;br /&gt;
&lt;br /&gt;
Seed: 4112576623 &amp;lt;br \&amp;gt;&lt;br /&gt;
Dimensions: 129x129&amp;lt;br \&amp;gt;&lt;br /&gt;
Name: Random&amp;lt;br \&amp;gt;&lt;br /&gt;
OS: Windows XP&amp;lt;br \&amp;gt;&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39546</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39546"/>
		<updated>2008-05-14T15:07:56Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* .NET install freeze? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&lt;br /&gt;
&lt;br /&gt;
Addendum: Rebooting on its own didn't help, but rebooting and aggressively killing running processes down to the bare-bones did... finally.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39545</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39545"/>
		<updated>2008-05-14T14:38:52Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* .NET install freeze? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 35 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39544</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39544"/>
		<updated>2008-05-14T14:19:58Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* .NET install freeze? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 15 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&lt;br /&gt;
&lt;br /&gt;
As far as I can tell, it's not even spinning the HDD... though it went through long periods of that before, too.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39543</id>
		<title>Utility Talk:Tweak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility_Talk:Tweak&amp;diff=39543"/>
		<updated>2008-05-14T14:18:28Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: .NET install freeze?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Suggested Addition(s) ==&lt;br /&gt;
&lt;br /&gt;
How hard would it be to adapt [http://www.dwarffortresswiki.net/index.php/Utilities#Regional_Prospector Regional Prospector] [http://www.dwarffortresswiki.net/index.php/User_talk:0x517A5D#Seekret_Projekt 1] [http://www.dwarffortresswiki.net/index.php/User:0x517A5D#Seekret_Projekt 2] to this application?&amp;lt;br&amp;gt;&lt;br /&gt;
From what I've seen of your newest tool, it looks like it should become the standard for future 'tweaks' :p&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks tons for your contributions to the cause! --[[User:N9103|Edward]] 19:41, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Oh, and one other idea...&lt;br /&gt;
Perhaps a small readme/guide for each of the tools?&amp;lt;br&amp;gt;&lt;br /&gt;
Something like those on the Utilities page would be fine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: It could probably be easily ported but I'm not sure I want to take someone elses work so quickly for Tweak. I am working on that kind of a list (see the Tile Edit link on the core modules list). &amp;amp;mdash;[[User:Rick|Rick]] 19:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::List? RP doesn't make lists that I know of. And I know TileEdit can create magma/lava (which one is it btw? lava I'm guessing, since I don't think it can create a replenishing pipe in it's current form.) but unless I really get desperate, I'm not going to make a huge pool of lava to tap for various oddities. (i.e. traps/constructions) TileEdit's great for occasionally making a single tile of the stuff when it'd otherwise be a pain to get the liquid to the desired point, or for replenishing an already small source. Unless you're planning on making TileEdit capable of modifying regional tiles, (or alternatively, working like a designation for many tiles at once...) I don't see how it could relate to what RP does. --[[User:N9103|Edward]] 17:31, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As far as I can tell, the list in question is a list of readmes/guides like those on the Utilities page.&lt;br /&gt;
:::Magma = lava in an underground square. Lava = magma in an aboveground square. They are identical in all but name. --[[User:Savok|Savok]] 19:52, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there an as yet unidentified flag that causes replenishment? --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::By 'list' I meant looking up what mineral types, etc, are in the current map. The module is called 'Survey', for obvious reasons. &amp;amp;mdash;[[User:Rick|Rick]] 00:39, 30 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hmm.. well, unless you plan on doing that at an embark level, (as opposed to the in-fort level it sounds like,) it still won't be duplicating any effects that RP currently does. --[[User:N9103|Edward]] 00:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: I don't intend to duplicate the features of it. &amp;amp;mdash;[[User:Rick|Rick]] 01:04, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Help for the Noob(s) ==&lt;br /&gt;
&lt;br /&gt;
Just downloaded the tweaker after some confusion, for the sake of healing the sole broker of my fort so he can get up and trade smartly enough to save my fort (to be filled with lava, but that's beside the point). Once I started it on up, all the modules but the address lookup were red, and the lookup only turns up &amp;lt;address name=&amp;quot;starting_dwarf_count&amp;quot; value=&amp;quot;0x00f77927&amp;quot;'.&lt;br /&gt;
&lt;br /&gt;
I'm not entirely sure where to go from here... Any guide forthcoming?&lt;br /&gt;
&lt;br /&gt;
: Red modules mean they are incompatible, I'm going to assume you are running on .38b, the latest is .38c, which Tweak has full support for. I did not bother to provide full support for .38b. &amp;amp;mdash;[[User:Rick|Rick]] 05:34, 29 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Error report ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the latest version (1.2.0.1) crashes whenever I try to run it. This is with or without DF running. Version 1.1.0.0 on the other hand worked fine for me, and still does. This is the debugging info returned for the crash in 1.2.0.1:&lt;br /&gt;
 An unhandled exception of type 'System.IO.FileNotFoundException' occurred in Gibbed.DwarfFortress.Tweak.exe&lt;br /&gt;
 &lt;br /&gt;
 Additional information: Could not load file or assembly&lt;br /&gt;
 'System.Core, Version=3.5.0.0, Culture=neutral,  PublicKeyToken=b77a5c561934e089'&lt;br /&gt;
 or one of its dependencies. The system cannot find the file specified.&lt;br /&gt;
This is with it directly extracted from the zip with proper folder structure, no changes made. I've also tried moving it out to a root folder on the drive in case the long path was confusing it with no success. --[[User:Janus|Janus]] 01:04, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Sounds like you don't have .NET 3.5 installed. &amp;amp;mdash;[[User:Rick|Rick]] 01:53, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Did version 1.1.0.0 not require it? That version has been working fine, and I could have sworn I had to install the .NET 3.5 Framework to get it working.&lt;br /&gt;
:: However, whatever the case, I've just (re?)installed the 3.5 framework and that does indeed seem to have taken care of it. Thanks. --[[User:Janus|Janus]] 02:38, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: I wasn't using any features of 3.5 yet -- which changed with 1.2.0.0. &amp;amp;mdash;[[User:Rick|Rick]] 03:40, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Found an error in the adjust profile module, happens when I click the &amp;quot;reset profile&amp;quot; button when &amp;quot;reset/read/write all&amp;quot; is checked.&lt;br /&gt;
  System.ArgumentException: 'child' is not a child control of this parent.&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child, Boolean throwException)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlCollection.GetChildIndex(Control child)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.textBox_TextChanged(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.OnTextChanged(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBoxBase.set_Text(String value)&lt;br /&gt;
   at System.Windows.Forms.TextBox.set_Text(String value)&lt;br /&gt;
   at Rinn.DwarfFortress.Tools.AdjustProfile.Configuration.buttonReset_Click(Object sender, EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Control.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnClick(EventArgs e)&lt;br /&gt;
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)&lt;br /&gt;
   at System.Windows.Forms.Control.WmMouseUp(Message&amp;amp; m, MouseButtons button, Int32 clicks)&lt;br /&gt;
   at System.Windows.Forms.Control.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.ButtonBase.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Button.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message&amp;amp; m)&lt;br /&gt;
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)&lt;br /&gt;
[[User:Cheapweed|Cheapweed]] 18:01, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Please report that [[User_talk:Rinn/AdjustProfile|on Rinn's AdjustProfile talk page]] &amp;amp;mdash;[[User:Rick|Rick]] 22:33, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== NET 3.5 Compatability ==&lt;br /&gt;
Just a quick FYI: Those of us on 2000 cannot (as far as I've been able to determine) install .NET 3.5, which makes it impossible to use the latest version of Tweak. Keeping the 1.1 version online maintains availability of this invaluable tool to those of us who refuse to be infected with the XP virus. &amp;amp;mdash;[[User:Rochndil|Rochndil]] 14:49, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: While I do use .NET 3.5 features, I will see if I can move to .NET 2.0 (or make a 2.0 compatible version). &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blue modules ==&lt;br /&gt;
I just installed Tweak for the first time and I seem to have a problem. The buttons beside all the modules are blue, not green like in the picture, and the modules don't appear to do anything. I am running DF version 0.27.176.38c and Tweak version 1.2.0.0. I tied to update to version 1.2.0.1 but it still shows as the old version.&lt;br /&gt;
&lt;br /&gt;
: If your Tile Edit is 1.1, not 1.0, you have 1.2.0.1. As for blue modules, you need to 'Select Process' before you can use anything. There is an option to automatically select a process on startup. Once you do this, modules will either turn red or green as like before. &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Windows Installer 3.1 ==&lt;br /&gt;
&lt;br /&gt;
It says I need Windows Installer 3.1. Help? --[[User:Savok|Savok]] 19:12, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Tweak does, or the .NET 3.5 install does? &amp;amp;mdash;[[User:Rick|Rick]] 22:58, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry. .NET 3.5 install does. --[[User:Savok|Savok]] 11:41, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::What operating system are you using? [http://www.microsoft.com/downloads/details.aspx?FamilyID=889482fc-5f56-4a38-b838-de776fd4138c&amp;amp;displaylang=en Windows Installer 3.1 Redistributable] &amp;amp;mdash;[[User:Rick|Rick]] 12:16, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Windows XP Home Edition Version 2002 Service Pack 2.&lt;br /&gt;
::::Out of curiosity, what does that 3.1 installer do? --[[User:Savok|Savok]] 15:55, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::It's for MSI installers I would assume. Though I'm not sure how you don't have the Windows Installer 3.1 on XP. &amp;amp;mdash;[[User:Rick|Rick]] 22:49, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Freezing Tile Edit ==&lt;br /&gt;
&lt;br /&gt;
For some reason, whenever I edit a tile using the Tile Edit programme, the next dwarf to step on the tile freezes to death (as will the many dwarves who come to loot the corpse). In the tile edit window, in the temperature section, it shows 0 in the first box (always) and another number of around 12000 in the second. The values by themselves give no indication as to the temperature, and even when I leave them alone, simply changing the tile will result in it becoming a freezing tile of death.&lt;br /&gt;
I have no idea if anyone else is experiencing this with tile edit, or whether I'm doing something horribly wrong.&lt;br /&gt;
{{unsigned|Maw3193}}&lt;br /&gt;
&lt;br /&gt;
:I get this whenever I try to add water to a square. The water freezes into a block of absolute-zero ice, and freezes to death anybody who steps on it. It doesn't happen when I add magma, or change magma depth. The title bar says version 1.2.0.0, but TileEdit is 1.1 so I guess it's actually 1.2.0.1 (see above) [[User:Anydwarf|Anydwarf]] 12:56, 17 April 2008 (EDT)&lt;br /&gt;
::Tile Edit is broken like this. You need to manually set a temperature for EVERY tile you edit. Rick, fix it! &amp;gt;8( --[[User:GreyMario|GreyMario]] 15:44, 3 May 2008 (EDT)&lt;br /&gt;
::Also, as an addendum, the top temperature is the NEW temperature for the tile, the bottom temperature is the CURRENT temperature. --[[User:GreyMario|GreyMario]] 15:45, 3 May 2008 (EDT)&lt;br /&gt;
::It's not just absolute-zero. According to the Dwarf Fortress temperature scale, it's over nine thousand degrees below absolute-zero :) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Maw3193|Maw3193]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::Before editing any of the tile, press Reset first, it should fill the first temperature in for you. --[[User:SP2|SP2]] 19:20, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Still doesn't work for me, I've tried all of this. I've set the temperature about five different times.. still the freezing tile of DOOM. --[[User:Jaxstrife|Jaxstrife]] 20:51, 7 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I've identified the bug and it will be fixed in the next release. &amp;amp;mdash;[[User:Rick|Rick]] 08:16, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Developer page ==&lt;br /&gt;
&lt;br /&gt;
I'm interested in making a module for Tweak, will there be more info soon about contributing to it?&lt;br /&gt;
(if there is a page I couldn't find that talks about it, feel free to let me know :)&lt;br /&gt;
--[[User:Corc|Corc]]&lt;br /&gt;
&lt;br /&gt;
: There hasn't really been any demand for it, but now that there is I'll fill out some info for you. &amp;amp;mdash;[[User:Rick|Rick]] 01:33, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: [[User:Rick/Tweak/Development|I've added some preliminary information to the development page]]. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How easy would it be to get started with writing a module? I assume Tweak handles the memory editing, but does it hand the module a bunch of bytes, or a fully parsed structure? I'd be interested in at least trying to write up a module.. Maybe you could just post the source for Heal or one of the other simple modules. [[User:Anydwarf|Anydwarf]] 18:57, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I would just like to add my vote for a .NET 2.0 version since 3+ causes severe problems on my system trying to connect to M$ all the time :P&lt;br /&gt;
&lt;br /&gt;
:I downloaded 3.5 and even got the express versions of Visual Studio to play with.  I believe there is an option to &amp;quot;check&amp;quot; when you install that will stop it from contacting MS--I was asked a few times.&lt;br /&gt;
:--[[User:Corc|Corc]] 23:57, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Tweak's memory access doesn't deal with structures, but does allow for easy reading of common data types (and raw memory, if that's your deal). Reading structures may come in the future, though. &amp;amp;mdash;[[User:Rick|Rick]] 17:41, 30 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adjust Start: Less Than Seven Dwarves Crashes Game Upon Embarking ==&lt;br /&gt;
&lt;br /&gt;
Crash replicated on two different computers both running windows XP both using .38c version of DF.  Different parameter set worlds and different local areas still results in crash, as does both embarking carefully and not carefully.  When it crashes I get an error message from windows saying that &amp;quot;dwarffort.exe has encountered a problem and needs to close.&amp;quot;  I have tested this for 1, 4, and 6 dwarves with the game crashing, and found that with 10 dwarves it did not crash.&lt;br /&gt;
&lt;br /&gt;
== Reveal ==&lt;br /&gt;
&lt;br /&gt;
(Debated about putting this here or on your sample code discussion.)  To test out making a new module (very easy btw, awesome) I modified reveal to just reveal interesting stuff like ore and gems.  Instead of releasing a whole new (very similar and 99% your code) module maybe you could add a quick if statement/popup that people could check when they run it?  Basically what I did was inside the nested for loops I added in getting the &amp;quot;type&amp;quot; data and if the type was for an event, &amp;lt;code&amp;gt;B8 01&amp;lt;/code&amp;gt;, then I'd let it do your unhide bit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
memory.Read(block + designation, ref data);&lt;br /&gt;
memory.Read(block + typeoffset, ref types); // added types, half the size of data, (256 * 2)&lt;br /&gt;
for (int i = 0; i &amp;lt; 16 * 16; i++)&lt;br /&gt;
{&lt;br /&gt;
   byte[] temp = BitConverter.GetBytes(BitConverter.ToInt16(types, i * 2)); // actual type&lt;br /&gt;
   if (temp[0] == 184) // I found that 0xB8 is all that is needed to check&lt;br /&gt;
   {&lt;br /&gt;
      byte[] newdata = BitConverter.GetBytes(BitConverter.ToUInt32(data, i * 4) &amp;amp; ~0x200);&lt;br /&gt;
      data[(i * 4) + 0] = newdata[0];&lt;br /&gt;
      data[(i * 4) + 1] = newdata[1];&lt;br /&gt;
      data[(i * 4) + 2] = newdata[2];&lt;br /&gt;
      data[(i * 4) + 3] = newdata[3];   &lt;br /&gt;
   }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unhides only Gems, Ore, &amp;quot;Special&amp;quot; Stone like Orthocast, adamantine and any other out of the ordinary biome stone.&lt;br /&gt;
&lt;br /&gt;
I thought about making a crazy convoluted module that would scan the map for types of events and let the user enable the ones they wanted unhidden and then unhide them.  But, after going into the event list and finding event IDs (I've got a complete list now) I found it to be too crazy... actually as I typed that I figured out how I could do it with about a forth of what I had coded earlier.&lt;br /&gt;
--[[User:Corc|Corc]] 04:04, 11 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== .NET install freeze? ==&lt;br /&gt;
&lt;br /&gt;
Does .NET ever finish installing? As I write this it's been sitting with a full progress bar for 15 minutes, and took an inordinate amount of time to even get there. (And the bootstrap downloader was completely unusable, kept losing progress.)&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16411</id>
		<title>40d:Smelting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smelting&amp;diff=16411"/>
		<updated>2007-11-23T12:42:32Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: /* Building and using a Smelter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building and using a Smelter ==&lt;br /&gt;
Metal bars you produced with a smelter are usable in a wide variety of goods, and fuel is usable in a smelter, metalsmith's forge, kiln, or glass furnace.&lt;br /&gt;
&lt;br /&gt;
To build a [[smelter]] you need to have a dwarf with the building designer skill, a Fire-safe material and the appropriate craftsdwarf. You place a smelter building using the keyboard commands '''(b)(e)(s)''', after which your architect dwarf designs it and then your craftsdwarf builds it.&lt;br /&gt;
&lt;br /&gt;
Using a smelter requires a dwarf with the furnace operator skill and one unit of fuel. You require ore to make a metal bar, or bituminous coal or lignite to make coke. Just like any other building you give a smelter a task using '''(q)'''.&lt;br /&gt;
&lt;br /&gt;
Please note that you have to already have a fuel source in order to make fuel in a smelter, so you either have to bring a unit of fuel or wood with your expedition, have a wood cutter, trade for fuel, or use a [[wood burner]] to make charcoal.&lt;br /&gt;
&lt;br /&gt;
If your map has a magma vent or pipe, either visible from the start or one that you have tunnelled into, you can instead use a [[Magma smelter|magma smelter]], built using the keyboard commands '''(b)(e)(l)'''. The requirements for building it are the same as for a regular smelter, but for it to function, there must be open space under one of the eight edge tiles(the center is the only tile that cannot be open space), and on the Z-level beneath, there must be magma in that open space, to a depth of at least 4/7. Magma does not currently obey pressure and seek its own level, so tapping a magma pipe from the lowest available Z-level will not cause all the magma above it to rush into the fortress through the opening in the smelter. If there is sufficient magma under the smelter, the circle in the impassable tile at the top middle of the smelter will be red; if not, it will be grey. There does not need to be magma present when the smelter is built, but the channel must be dug in advance, because this cannot be done when the building is already in place.&lt;br /&gt;
&lt;br /&gt;
The magma channel can be under the impassable tile, but it does not need to be. Placing it there may help prevent magma-dwelling creatures from actually seeing any dwarves that may be working in the smelter.&lt;br /&gt;
&lt;br /&gt;
The critical advantage of a magma smelter is that it requires no fuel. Although coke or charcoal will still be used in the production of pig iron and steel, no extra is needed for the smelting job itself.&lt;br /&gt;
&lt;br /&gt;
==Smelting Ore Results==&lt;br /&gt;
All ores smelted alone have a % chance of turning into a certain kind of bar.  The following table shows those chances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [[Ore]]&lt;br /&gt;
! [[Iron]] &lt;br /&gt;
! [[Gold]] &lt;br /&gt;
! [[Silver]] &lt;br /&gt;
! [[Copper]]&lt;br /&gt;
! [[Nickel]] &lt;br /&gt;
! [[Zinc]] &lt;br /&gt;
! [[Platinum]] &lt;br /&gt;
! [[Tin]] &lt;br /&gt;
! [[Bismuth]] &lt;br /&gt;
! [[Lead]]&lt;br /&gt;
! [[Aluminum]] &lt;br /&gt;
! [[Adamantine]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 50%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 20%&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Aluminum]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[Adamantine fibers]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 100%&lt;br /&gt;
|}&lt;br /&gt;
Note that [[galena]] smelted alone often produces [[lead]] which is only used in producing [[lay pewter]], a low quality alloy.&lt;br /&gt;
&lt;br /&gt;
==Coke Smelting==&lt;br /&gt;
Please note that [[wood]] is not actually smelted, it is burned in the wood [[furnace]].  It is not called [[coke]] when burned, it is called [[charcoal]].&lt;br /&gt;
*[[Bituminous coal]] smelts into 3 [[coke]]&lt;br /&gt;
*[[Lignite]] smelts into 2 [[coke]]&lt;br /&gt;
*[[Wood]] burns into 1 [[charcoal]]&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
[[Flux]] is that stuff you use to get the impurities out of [[steel]].  There are 5 kinds of [[flux]]: [[Calcite]], [[limestone]], [[dolomite]], [[chalk]], [[marble]].  All function the same way so if you see [[flux]] in a recipe, any will do.&lt;br /&gt;
&lt;br /&gt;
==[[Alloy]]s==&lt;br /&gt;
There are 2 sets of recipes for [[alloy]]s.  The first set use only [[ore]] while the second set use only [[bar]]s.  You cannot mix the two.&lt;br /&gt;
&lt;br /&gt;
==Recipes using Ore==&lt;br /&gt;
Please note that when [[copper]] or [[silver]] [[ore]] is needed, any type of ore that produces [[copper]] bars or [[silver]] bars may be used.&lt;br /&gt;
This means that you can actually make [[billon]] bars out of just [[tetrahedrite]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]]&lt;br /&gt;
| [[Bronze]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Sphalerite]]&lt;br /&gt;
| [[Brass]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Electrum]] bars[2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][3]&lt;br /&gt;
| [[Fine pewter]] bars[4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Cassiterite]][2]&lt;br /&gt;
| [[Trifle pewter]] bars[3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver ore]]&lt;br /&gt;
| [[Copper ore]]&lt;br /&gt;
| [[Billon]] bars[2]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Recipes using Bars==&lt;br /&gt;
The following are all the recipes when smelting bars at the smelter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Ingredient 1&lt;br /&gt;
! Ingredient 2&lt;br /&gt;
! Ingredient 3&lt;br /&gt;
! Ingredient 4&lt;br /&gt;
! Output&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Bronze]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| [[Brass]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
|&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron]] bar&lt;br /&gt;
| [[Pig iron]] bars&lt;br /&gt;
| [[Coke]]&lt;br /&gt;
| [[Flux]]&lt;br /&gt;
| [[Steel]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Electrum]] bars [2]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [3]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Fine Pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Trifle pewter]] bars [3]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
| [[Tin]] bars [2]&lt;br /&gt;
| [[Lead]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Lay pewter]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bar&lt;br /&gt;
| [[Nickel]] bars [2]&lt;br /&gt;
| [[Zinc]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Nickel silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Billon]] bars&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Sterling silver]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars&lt;br /&gt;
| [[Silver]] bars&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
|&lt;br /&gt;
| [[Black bronze]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold]] bars [3]&lt;br /&gt;
| [[Copper]] bars&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| [[Rose gold]] bars [4]&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper]] bars [2]&lt;br /&gt;
| [[Tin]] bars&lt;br /&gt;
| [[Bismuth]] bars&lt;br /&gt;
|&lt;br /&gt;
| [[Bismuth bronze]] bars [4]&lt;br /&gt;
|}&lt;br /&gt;
Note: Every recipe that is not used in [[steel]] making (except [[electrum]]) requires some [[copper]].  If you want to have a variety of [[metal]]s in your fortress, you will want to conserve this resource.&lt;br /&gt;
&lt;br /&gt;
A spreadsheet listing these recipes can be found at the following link.  Work is being done currently to allow a person to input how much [[ore]] and [[bar]]s he has, and the sheet will tell him how many of what kinds of [[metal]]s he can make.  Both Excel and Open Office formats are included: http://mkv25.net/showcase/df/Ore%20Smelting%20Chart.zip&lt;br /&gt;
--[[User:Chthon|Chthon]] 10:11, 3 November 2007 (EDT)&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Z-axis&amp;diff=3784</id>
		<title>40d:Z-axis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Z-axis&amp;diff=3784"/>
		<updated>2007-11-23T11:10:25Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Clarified Fortress Mode elevation gauge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The third axis is known in math as the '''z-axis'''.&lt;br /&gt;
&lt;br /&gt;
It's easy to think of a graph with an x-axis and a y-axis, right?&lt;br /&gt;
&lt;br /&gt;
In the Dwarf Fortress map view, travelling east or west moves you along the x-axis, and travelling north or south moves you along the y-axis. Travelling higher or deeper moves you along the z-axis.&lt;br /&gt;
&lt;br /&gt;
[[Image:3_dimensions.png]]&lt;br /&gt;
&lt;br /&gt;
The z-axis, as you can see, is perpendicular to both the x-axis and the y-axis to create a 3D coordinate system, which is what Dwarf Fortress is based in.&lt;br /&gt;
&lt;br /&gt;
Thus, objects described with only two axes are two-dimensional, whilst objects with depth measured along the z-axis are three-dimensional.&lt;br /&gt;
&lt;br /&gt;
The z-axis is believed to be in part of the game engine that calculates accuracy of weapons based on where dwarves are, how missiles fly, and other similar considerations.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To move up and down, use {{k|&amp;lt;}} and {{k|&amp;gt;}} (which are {{k|shift}}{{k|,}} and {{k|shift}}{{k|.}}).&lt;br /&gt;
&lt;br /&gt;
== In fortress mode ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, the right-most column shows your location on the z-axis. Blue is above ground, brown is below ground, and the bright spot in the middle (yellow or cyan) shows the current level. This reflects the elevation profile for the spot the cursor is currently over. Moving up or down will not change the position of the bright marker, but will instead shift the whole bar under it. The number at the top shows how many levels above or below the surface the spot currently is. The number at the bottom is the total elevation of the current level.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needs categories --&amp;gt;&lt;br /&gt;
&amp;lt;!-- This page needs pictures showing the visual differences between height levels --&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Export local image]] (map export)&lt;br /&gt;
* [http://mkv25.net/dfma DF Map Archive] - a community site for sharing maps, lets visitors browse vertically through z-levels in exported maps&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5673</id>
		<title>40d:Smelter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smelter&amp;diff=5673"/>
		<updated>2007-11-12T12:44:32Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''smelter''' is a type of [[furnace]] used to process [[ore]] into more useful [[bar]]s, in a process called [[smelting]]. Smelting requires fuel ([[charcoal]] or [[coke]]).  A smelter requires one rock or block to build.  &lt;br /&gt;
The Smelter is also the place where dwarves take items to be melted back into bars.&lt;br /&gt;
&lt;br /&gt;
There is also a [[Magma smelter|magma version]] of this building, which is built over [[magma]].  It requires one magma-proof rock or block to build.  It does not require charcoal or coke as fuel, although the process of making pig iron or steel will still need one unit of charcoal or coke per reaction, as a reagent.&lt;br /&gt;
&lt;br /&gt;
[[Category:Furnaces]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8541</id>
		<title>40d:Bituminous coal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bituminous_coal&amp;diff=8541"/>
		<updated>2007-11-12T11:44:48Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Cleaned up language re: smelting yield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stone|name=Bituminous Coal|tile=☼|color=#888&lt;br /&gt;
|uses =&lt;br /&gt;
* 3 coke at [[smelter]]&lt;br /&gt;
|location =&lt;br /&gt;
* [[Sedimentary layer]]s&lt;br /&gt;
* Found as veins&lt;br /&gt;
|properties =&lt;br /&gt;
* Can [[ignite]]&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 1}}&lt;br /&gt;
One of the two mineral sources of [[Fuel|fuel]].  Produces 3 [[coke]] for each unit of coal processed at the [[Smelter|smelter]] or [[Magma smelter|magma smelter]].  Done at a regular smelter, this processing consumes a unit of [[Fuel|fuel]], leaving a net production of 2 fuel.  If done at a magma smelter, which uses no fuel, the result is 3 [[Coke|coke]].&lt;br /&gt;
&lt;br /&gt;
Found in veins in [[:Category:Sedimentary Stone Layers|sedimentary stone layers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;br /&gt;
[[Category:Sedimentary Stone Layers]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3572</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3572"/>
		<updated>2007-11-10T06:13:18Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Quarry bush yields 5 leaves per plant, not 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Crops''' are plants that may be grown at [[Farming|farm plots]].  There are two types of crops: above ground and subterranean.  The [[seed|seeds]] of subterranean crops may be brought from the starting screen or purchased from the dwarf traders.  Above ground crops may be gathered by dwarves with the [[plant gathering]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
Extraction from plants uses the legend:&lt;br /&gt;
&lt;br /&gt;
* P - [[farmer's workshop|Process]]&lt;br /&gt;
* B - Process to Barrel&lt;br /&gt;
* b - Process to Bag&lt;br /&gt;
* V - Process to Vial&lt;br /&gt;
* M - [[Mill]]ing  (requires a bag)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  &lt;br /&gt;
| '''Growing''' ||  || '''Plant''' ||  || '''Brewed''' ||  || '''Edible''' ||  || '''Extract'''&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Seasons''' || '''Habitat''' || '''Value''' || '''Brewable''' || '''Value*''' || '''Cookable''' || '''Raw''' || '''Extracts''' || '''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! [[Plump helmet]]&lt;br /&gt;
| All || Subterranean || 2 || Dwarven wine || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Pig tail]]&lt;br /&gt;
| Sum Fall || Subterranean || 2 || Dwarven ale || 10 || No || No || Pig tail thread (P)|| ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Cave wheat]]&lt;br /&gt;
| Sum Fall || Subterranean || 2 || Dwarven beer || 10 || Milled || No || Dwarven wheat flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweet pod]]&lt;br /&gt;
| Spr Sum || Subterranean || 2 || Dwarven rum || 10 || Milled || No || Dwarven syrup (B), Dwarven sugar (M) || 20, 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Quarry bush]]&lt;br /&gt;
| Spr Sum Fall  || Subterranean || 2 || No ||  || Processed || No || 5 Quarry bush leaves (b) || 12?&lt;br /&gt;
|-&lt;br /&gt;
! [[Dimple cup]]&lt;br /&gt;
| All || Subterranean || 2 || No ||  || No || No || Dimple dye (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Muck root]]&lt;br /&gt;
| All || Wetland (Wet) || 2 || Swamp whiskey || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloated tuber]]&lt;br /&gt;
| All || Wetland (Dry) || 2 ||Tuber beer || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kobold bulb]]&lt;br /&gt;
| All || Wetland (Wet) || 2 || No || || No || No || Gnomeblight (V) || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Prickle berry]]&lt;br /&gt;
| All || Not Freezing (Dry) || 2 || Prickle berry wine || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Wild strawberry]]&lt;br /&gt;
| All || Not Freezing (Dry) ||  2 || Strawberry wine || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Longland grass]]&lt;br /&gt;
| All || Not Freezing (Dry) || 2|| Longland beer || 10 || Milled || No || Longland flour (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Valley herb]]&lt;br /&gt;
| Spr || Temperate Grassland (Dry) || 5 || No ||  || Yes || No || Golden salve (V) || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Rat weed]]&lt;br /&gt;
| All|| Not Freezing (Wet) || 2 || Sewer brew || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Fisher berry]]&lt;br /&gt;
| All || Not Freezing (Wet) || 2 || Fisher berry wine || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Rope reed]]&lt;br /&gt;
| All || Not Freezing (Wet) || 2 || River spirits || 10 || No || No || Rope reed thread (P) || ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Blade weed]]&lt;br /&gt;
| All || Not Freezing (Dry) || 2 || No ||  || No || No || Emerald dye (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Hide root]]&lt;br /&gt;
| All || Not Freezing (Dry) || 1 || No ||  || No || No || Redroot dye (M) || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Sliver barb]]&lt;br /&gt;
| All || Not Freezing (Dry) (Evil) || 2 || Gutter cruor || 5 || No || No || Black dye (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sun berry]]&lt;br /&gt;
| All || Not Freezing (Wet) (Good) || 2 || Sunshine || 25 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Whip vine]]&lt;br /&gt;
| All || Not Freezing (Dry) (Savage) || 2 ||Whip wine || 15 || Milled || No || Whip vine flour (M) || 25&lt;br /&gt;
|}&lt;br /&gt;
* The Brewed value of a single plant, which is the value of five Drinks. For comparison with Extracts.&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3417</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3417"/>
		<updated>2007-11-01T05:45:55Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Treasurer-&amp;gt;Hoardmaster promotion; manager needing office&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The noble system has been revamped. Instead of getting gobs of useless dwarves, you can assign the administrative jobs of the fortress to any dwarf you prefer.&lt;br /&gt;
&lt;br /&gt;
Settings specific to each noble can be set on the Nobles &amp;amp; Administrators screen, accessible via the {{key|n}} key.&lt;br /&gt;
&lt;br /&gt;
==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses [[social skills]].  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of the title remains alive.  Your original expedition leader will be the fourth dwarf down in the starting screen(the one in the middle).{{verify}}&lt;br /&gt;
**[[Mayor]]: Promoted from Expedition Leader at 50 dwarves. Unlike the Expedition Leader, he requires decent housing and will make mandates.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and [[social skills]].  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen. Will need an office to do this (validating work orders) once your fortress gets sufficiently large.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress. Needs to do occasional jobs in an office of their own if you want accurate stock keeping: otherwise, stock numbers will be rounded to one-digit accuracy (7163 -&amp;gt; 7000, 7823 -&amp;gt; 8000)&lt;br /&gt;
**Upgrades to [[Treasurer]] after your fortress reaches a population of 20.&lt;br /&gt;
**Further upgrades to [[Hoardmaster]] at some unspecified point - seems to be based on wealth rather than population.&lt;br /&gt;
*[[Sheriff]]: You may choose a dwarf to become the Sheriff after your fortress reaches a population of 20.&lt;br /&gt;
**[[Captain of the Guard]]: Promoted from the Sheriff once you reach 50 dwarves, along with the [[Mayor]]. Activates fortress guard.&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6134</id>
		<title>40d:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Design_strategies&amp;diff=6134"/>
		<updated>2007-10-30T20:49:33Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Corrected stair examples&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 3D Map Format ==&lt;br /&gt;
The map is divided in ''levels''. Tiles on each level are composed by whatever is on that tile, and the floor (or absence of floor) below it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    #       Level 1 &lt;br /&gt;
    =       Level 1&lt;br /&gt;
    +  @    Level 0 &lt;br /&gt;
 ========&amp;lt;= Level 0&lt;br /&gt;
 ####### &amp;gt;  Level -1&lt;br /&gt;
 ========== Level -1&lt;br /&gt;
&lt;br /&gt;
A channel removes the floor on the level it was designated, and the wall on the level below.&lt;br /&gt;
&lt;br /&gt;
   @       0&lt;br /&gt;
 === ===== 0&lt;br /&gt;
 ### ##### -1&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Mining removes the walls, but does not affect the floors.&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ========= 1&lt;br /&gt;
      @### 0&lt;br /&gt;
 ========= 0&lt;br /&gt;
&lt;br /&gt;
Stairs down only remove the floor, and stairs up do not affect the floor or the ceiling. Stairs up+down act as a combination of both.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ==&amp;gt;=&amp;gt;==== 1    Level 1 view    Level 0 view    Level -1 view&lt;br /&gt;
   &amp;lt; X     0    ############    ############    ############&lt;br /&gt;
 ====X=&amp;lt;== 0       &amp;gt; &amp;gt;             &amp;lt; X &amp;gt;             &amp;lt; &amp;lt;&lt;br /&gt;
     &amp;lt; &amp;gt;   -1   ############    ############    ############&lt;br /&gt;
 ========= -1&lt;br /&gt;
&lt;br /&gt;
Upramps remove the ceiling above them and create a down-ramp automatically. They can't be used by dwarves unless built specifically ''(todo: include how here)''&lt;br /&gt;
&lt;br /&gt;
           1&lt;br /&gt;
 ====v==== 1&lt;br /&gt;
     ^#### 0&lt;br /&gt;
 ========= 0&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3400</id>
		<title>40d:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Noble&amp;diff=3400"/>
		<updated>2007-10-30T11:15:12Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Expedition leader - can't be reassigned?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Appointments==&lt;br /&gt;
*[[Expedition Leader]]: Listens to the complaints of other dwarves to make them happier.  Uses social skills.  Is the noble who meets with outpost liaisons. It does not seem possible to reassign this post - at least while the original holder of all four titles remains alive.&lt;br /&gt;
*[[Outpost Broker]]: Utilizes the [[Appraiser|appraiser]] skill and social skills.  Is usually the person you send to the depot to do your trading.  Lets you see the imported/exported wealth of your fortress.&lt;br /&gt;
*[[Outpost Manager]]: Utilizes the [[Organizer|organizer]] skill.  Allows the use of item build queues through the (u)nits -&amp;gt; (m)anager screen.&lt;br /&gt;
*[[Bookkeeper]]: Utilizes the [[Record Keeper]] skill.  Lets you see the stocks of your fortress.&lt;br /&gt;
&lt;br /&gt;
There is substantial overlap between the Expedition Leader and the Outpost Broker's skills, so you may wish to assign them as the same person if you have time for one dwarf to both meet with traders and meet with the outpost liaison.&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4071</id>
		<title>40d:Trade depot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trade_depot&amp;diff=4071"/>
		<updated>2007-10-30T11:10:16Z</updated>

		<summary type="html">&lt;p&gt;Shurhaian: Clarified correct setting for the request toggle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How exactly does the &amp;quot;trader requested at depot&amp;quot; toggle work? Which way is enabled, which way is disabled? And what does it do, even?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Edit: I got to trade with the dwarves by leaving it toggled as &amp;quot;r: Trader requested at depot&amp;quot;. It took a litle while for the trade to show up. Anybody figured this out, though?&lt;br /&gt;
&lt;br /&gt;
Edit: Yes, you want to leave it so it's showing the state you want - in this case &amp;quot;Trader requested&amp;quot; not &amp;quot;No trader needed&amp;quot;, just like with any other toggled setting. An explanation of what it does is already provided below.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under ['''N''']obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade.&lt;br /&gt;
&lt;br /&gt;
I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --[[User:Alc|Alc]] 01:11, 30 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Shurhaian</name></author>
	</entry>
</feed>