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	<updated>2026-05-26T11:07:55Z</updated>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Noble&amp;diff=62060</id>
		<title>v0.31:Noble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Noble&amp;diff=62060"/>
		<updated>2010-01-31T14:23:12Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Baron was missing the mandate and demand info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DFNewVersion}}&lt;br /&gt;
:For information on Nobles prior to [[DF2010|Dwarf Fortress 2010]], see [[Nobles|here]]&lt;br /&gt;
&lt;br /&gt;
Source: http://www.bay12games.com/forum/index.php?&amp;amp;topic=30026.msg1000258#msg1000258&lt;br /&gt;
== Needs ==&lt;br /&gt;
&lt;br /&gt;
This shows the room demands made by each Position. For details on Room values see: [[Room]].  It also lists the number of Boxes, Cabinets, Weapon Racks, and Armor Stands they demand.  Finally it shows the max number of Demands and mandates they can have at any given point.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
!Noble!!Quarters!!Dining Room!!Office!!Tomb!!Boxes!!Cabinets!!Racks!!Stands!!Demands!!Mandates&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Arsenal Dwarf&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Baron&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Tomb&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Bookkeeper&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Broker&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain&lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Captain of the Guard&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Champion&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Chief Medical Dwarf&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Count&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Mausoleum&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Diplomat&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Duke&lt;br /&gt;
|bgcolor=&amp;quot;#ffff33&amp;quot; | Grand Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#ffff33&amp;quot; | Grand Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff33&amp;quot; | Opulent Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff33&amp;quot; | Grand Mausoleum&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Dungeon Master&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Burial Chamber&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Expedition Leader&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Forced Administrator&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!General&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Grave&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Hammerer&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Lieutenant&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Manager&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffdd&amp;quot; | Meager Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Mayor&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff77&amp;quot; | Decent Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Militia Captain&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Militia Commander&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Monarch&lt;br /&gt;
|bgcolor=&amp;quot;#ffff11&amp;quot; | Royal Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#ffff11&amp;quot; | Royal Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff11&amp;quot; | Royal Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff11&amp;quot; | Royal Mausoleum&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 10&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 10&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 5&lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Outpost Liason&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Bedroom&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Great Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff55&amp;quot; | Throne Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 3&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Sheriff&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!Tax Collector&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Quarters&lt;br /&gt;
|bgcolor=&amp;quot;#ffffbb&amp;quot; | Modest Dining Room&lt;br /&gt;
|bgcolor=&amp;quot;#ffff99&amp;quot; | Office&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | &lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 2&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|bgcolor=&amp;quot;#ffffff&amp;quot; | 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Raws ==&lt;br /&gt;
&lt;br /&gt;
:[POSITION:MONARCH]&lt;br /&gt;
::[NAME_MALE:king:kings]&lt;br /&gt;
::[NAME_FEMALE:queen:queens]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
::[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
::[SUCCESSION:BY_HEIR]&lt;br /&gt;
::[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
::[PRECEDENCE:1]&lt;br /&gt;
::[RULES_FROM_LOCATION]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[EXPORTED_IN_LEGENDS]&lt;br /&gt;
::[DETERMINES_COIN_DESIGN]&lt;br /&gt;
::[COLOR:5:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:10]&lt;br /&gt;
::[MANDATE_MAX:5]&lt;br /&gt;
::[REQUIRED_BOXES:10]&lt;br /&gt;
::[REQUIRED_CABINETS:5]&lt;br /&gt;
::[REQUIRED_RACKS:5]&lt;br /&gt;
::[REQUIRED_STANDS:5]&lt;br /&gt;
::[REQUIRED_OFFICE:10000]&lt;br /&gt;
::[REQUIRED_BEDROOM:10000]&lt;br /&gt;
::[REQUIRED_DINING:10000]&lt;br /&gt;
::[REQUIRED_TOMB:10000]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:GENERAL]&lt;br /&gt;
::[NAME:general:generals]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[SQUAD:10:soldier:soldiers]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[RESPONSIBILITY:MILITARY_STRATEGY]&lt;br /&gt;
::[COMMANDER:LIEUTENANT:ALL]&lt;br /&gt;
::[PRECEDENCE:50]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[SOLDIER_COLOR]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:2]&lt;br /&gt;
::[REQUIRED_BOXES:2]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:3]&lt;br /&gt;
::[REQUIRED_STANDS:3]&lt;br /&gt;
::[REQUIRED_OFFICE:500]&lt;br /&gt;
::[REQUIRED_BEDROOM:250]&lt;br /&gt;
::[REQUIRED_DINING:250]&lt;br /&gt;
::[REQUIRED_TOMB:1]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:LIEUTENANT]&lt;br /&gt;
::[NAME:lieutenant:lieutenants]&lt;br /&gt;
::[NUMBER:AS_NEEDED]&lt;br /&gt;
::[SQUAD:10:soldier:soldiers]&lt;br /&gt;
::[APPOINTED_BY:GENERAL]&lt;br /&gt;
::[COMMANDER:CAPTAIN:ALL]&lt;br /&gt;
::[PRECEDENCE:100]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:1]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:2]&lt;br /&gt;
::[REQUIRED_STANDS:2]&lt;br /&gt;
::[REQUIRED_OFFICE:100]&lt;br /&gt;
::[REQUIRED_BEDROOM:100]&lt;br /&gt;
::[REQUIRED_DINING:100]&lt;br /&gt;
::[MILITARY_SCREEN_ONLY]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:CAPTAIN]&lt;br /&gt;
::[NAME:captain:captains]&lt;br /&gt;
::[NUMBER:AS_NEEDED]&lt;br /&gt;
::[SQUAD:10:soldier:soldiers]&lt;br /&gt;
::[APPOINTED_BY:GENERAL]&lt;br /&gt;
::[PRECEDENCE:190]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:1]&lt;br /&gt;
::[REQUIRED_BEDROOM:1]&lt;br /&gt;
::[REQUIRED_DINING:1]&lt;br /&gt;
::[MILITARY_SCREEN_ONLY]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:MILITIA_COMMANDER]&lt;br /&gt;
::[NAME:militia commander:militia commanders]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[SQUAD:10:militia-dwarf:militia-dwarves]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[RESPONSIBILITY:MILITARY_STRATEGY]&lt;br /&gt;
::[COMMANDER:MILITIA_CAPTAIN:ALL]&lt;br /&gt;
::[PRECEDENCE:120]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[SOLDIER_COLOR]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:100]&lt;br /&gt;
::[REQUIRED_BEDROOM:100]&lt;br /&gt;
::[REQUIRED_DINING:100]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:MILITIA_CAPTAIN]&lt;br /&gt;
::[NAME:militia captain:militia captains]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:AS_NEEDED]&lt;br /&gt;
::[SQUAD:10:militia-dwarf:militia-dwarves]&lt;br /&gt;
::[APPOINTED_BY:MILITIA_COMMANDER]&lt;br /&gt;
::[PRECEDENCE:200]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[MILITARY_SCREEN_ONLY]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:SHERIFF]&lt;br /&gt;
::[NAME:sheriff:sheriffs]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:LAW_ENFORCEMENT]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[REPLACED_BY:CAPTAIN_OF_THE_GUARD]&lt;br /&gt;
::[PRECEDENCE:130]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:1:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:100]&lt;br /&gt;
::[REQUIRED_BEDROOM:100]&lt;br /&gt;
::[REQUIRED_DINING:100]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:CAPTAIN_OF_THE_GUARD]&lt;br /&gt;
::[NAME:captain of the guard:captains of the guard]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:LAW_ENFORCEMENT]&lt;br /&gt;
::[SQUAD:10:fortress guard:fortress guards]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[REQUIRES_POPULATION:50]&lt;br /&gt;
::[PRECEDENCE:105]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:1:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:250]&lt;br /&gt;
::[REQUIRED_BEDROOM:250]&lt;br /&gt;
::[REQUIRED_DINING:250]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:EXPEDITION_LEADER]&lt;br /&gt;
::[NAME:expedition leader:expedition leaders]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[REPLACED_BY:MAYOR]&lt;br /&gt;
::[RULES_FROM_LOCATION]&lt;br /&gt;
::[RESPONSIBILITY:MEET_WORKERS]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
::[PRECEDENCE:110]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:MAYOR]&lt;br /&gt;
::[NAME:mayor:mayors]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:MEET_WORKERS]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
::[REQUIRES_POPULATION:50]&lt;br /&gt;
::[RULES_FROM_LOCATION]&lt;br /&gt;
::[ELECTED]&lt;br /&gt;
::[PRECEDENCE:60]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:2]&lt;br /&gt;
::[MANDATE_MAX:1]&lt;br /&gt;
::[REQUIRED_BOXES:2]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:500]&lt;br /&gt;
::[REQUIRED_BEDROOM:500]&lt;br /&gt;
::[REQUIRED_DINING:500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:MANAGER]&lt;br /&gt;
::[NAME:manager:managers]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[PRECEDENCE:160]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_OFFICE:1]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:CHIEF_MEDICAL_DWARF]&lt;br /&gt;
::[NAME:chief medical dwarf:chief medical dwarves]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:HEALTH_MANAGEMENT]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[PRECEDENCE:165]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:BROKER]&lt;br /&gt;
::[NAME:broker:brokers]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:TRADE]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[PRECEDENCE:170]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:ARSENAL_DWARF]&lt;br /&gt;
::[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
::[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
::[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[REQUIRES_POPULATION:20]&lt;br /&gt;
::[PRECEDENCE:179]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_OFFICE:1]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:BOOKKEEPER]&lt;br /&gt;
::[NAME:bookkeeper:bookkeepers]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:ACCOUNTING]&lt;br /&gt;
::[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
::[APPOINTED_BY:MAYOR]&lt;br /&gt;
::[PRECEDENCE:180]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[REQUIRED_OFFICE:1]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:OUTPOST_LIAISON]&lt;br /&gt;
::[NAME:outpost liaison:outpost liaisons]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[PRECEDENCE:80]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:7:0:1]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:3]&lt;br /&gt;
::[REQUIRED_BOXES:3]&lt;br /&gt;
::[REQUIRED_CABINETS:2]&lt;br /&gt;
::[REQUIRED_RACKS:2]&lt;br /&gt;
::[REQUIRED_STANDS:2]&lt;br /&gt;
::[REQUIRED_OFFICE:1500]&lt;br /&gt;
::[REQUIRED_BEDROOM:1500]&lt;br /&gt;
::[REQUIRED_DINING:1500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:DIPLOMAT]&lt;br /&gt;
::[NAME:diplomat:diplomats]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:MAKE_INTRODUCTIONS]&lt;br /&gt;
::[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]&lt;br /&gt;
::[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[PRECEDENCE:70]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:7:0:1]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:3]&lt;br /&gt;
::[REQUIRED_BOXES:3]&lt;br /&gt;
::[REQUIRED_CABINETS:2]&lt;br /&gt;
::[REQUIRED_RACKS:2]&lt;br /&gt;
::[REQUIRED_STANDS:2]&lt;br /&gt;
::[REQUIRED_OFFICE:1500]&lt;br /&gt;
::[REQUIRED_BEDROOM:1500]&lt;br /&gt;
::[REQUIRED_DINING:1500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:DUKE]&lt;br /&gt;
::[NAME_MALE:duke:dukes]&lt;br /&gt;
::[NAME_FEMALE:duchess:duchesses]&lt;br /&gt;
::[SPOUSE_MALE:duke consort:dukes consort]&lt;br /&gt;
::[SPOUSE_FEMALE:duchess consort:duchesses consort]&lt;br /&gt;
::[LAND_HOLDER:3]&lt;br /&gt;
::[LAND_NAME:a duchyy]&lt;br /&gt;
::[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[SUCCESSION:BY_HEIR]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[PRECEDENCE:20]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:5]&lt;br /&gt;
::[MANDATE_MAX:3]&lt;br /&gt;
::[REQUIRED_BOXES:5]&lt;br /&gt;
::[REQUIRED_CABINETS:3]&lt;br /&gt;
::[REQUIRED_RACKS:3]&lt;br /&gt;
::[REQUIRED_STANDS:3]&lt;br /&gt;
::[REQUIRED_OFFICE:2500]&lt;br /&gt;
::[REQUIRED_BEDROOM:2500]&lt;br /&gt;
::[REQUIRED_DINING:2500]&lt;br /&gt;
::[REQUIRED_TOMB:2500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:COUNT]&lt;br /&gt;
::[NAME_MALE:count:counts]&lt;br /&gt;
::[NAME_FEMALE:countess:countesses]&lt;br /&gt;
::[SPOUSE_MALE:count consort:counts consort]&lt;br /&gt;
::[SPOUSE_FEMALE:countess consort:countesses consort]&lt;br /&gt;
::[LAND_HOLDER:2]&lt;br /&gt;
::[LAND_NAME:a county]&lt;br /&gt;
::[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[SUCCESSION:BY_HEIR]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[REPLACED_BY:DUKE]&lt;br /&gt;
::[PRECEDENCE:30]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:3]&lt;br /&gt;
::[MANDATE_MAX:2]&lt;br /&gt;
::[REQUIRED_BOXES:3]&lt;br /&gt;
::[REQUIRED_CABINETS:2]&lt;br /&gt;
::[REQUIRED_RACKS:2]&lt;br /&gt;
::[REQUIRED_STANDS:2]&lt;br /&gt;
::[REQUIRED_OFFICE:1500]&lt;br /&gt;
::[REQUIRED_BEDROOM:1500]&lt;br /&gt;
::[REQUIRED_DINING:1500]&lt;br /&gt;
::[REQUIRED_TOMB:1500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:BARON]&lt;br /&gt;
::[NAME_MALE:baron:barons]&lt;br /&gt;
::[NAME_FEMALE:baroness:baronesses]&lt;br /&gt;
::[SPOUSE_MALE:baron consort:barons consort]&lt;br /&gt;
::[SPOUSE_FEMALE:baroness consort:baronesses consort]&lt;br /&gt;
::[LAND_HOLDER:1]&lt;br /&gt;
::[LAND_NAME:a barony]&lt;br /&gt;
::[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[SUCCESSION:BY_HEIR]&lt;br /&gt;
::[APPOINTED_BY:MONARCH]&lt;br /&gt;
::[REPLACED_BY:COUNT]&lt;br /&gt;
::[PRECEDENCE:40]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:2]&lt;br /&gt;
::[MANDATE_MAX:1]&lt;br /&gt;
::[REQUIRED_BOXES:2]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:500]&lt;br /&gt;
::[REQUIRED_BEDROOM:500]&lt;br /&gt;
::[REQUIRED_DINING:500]&lt;br /&gt;
::[REQUIRED_TOMB:500]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:CHAMPION]&lt;br /&gt;
::[NAME:champion:champions]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:BUILD_MORALE]&lt;br /&gt;
::[APPOINTED_BY:DUKE]&lt;br /&gt;
::[APPOINTED_BY:COUNT]&lt;br /&gt;
::[APPOINTED_BY:BARON]&lt;br /&gt;
::[PRECEDENCE:65]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:7:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:1]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:TAX_COLLECTOR]&lt;br /&gt;
::[NAME:tax collector:tax collectors]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:COLLECT_TAXES]&lt;br /&gt;
::[APPOINTED_BY:DUKE]&lt;br /&gt;
::[APPOINTED_BY:COUNT]&lt;br /&gt;
::[APPOINTED_BY:BARON]&lt;br /&gt;
::[PRECEDENCE:140]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:6:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:1]&lt;br /&gt;
::[MANDATE_MAX:1]&lt;br /&gt;
::[REQUIRED_BOXES:2]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:250]&lt;br /&gt;
::[REQUIRED_BEDROOM:100]&lt;br /&gt;
::[REQUIRED_DINING:100]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:HAMMERER]&lt;br /&gt;
::[NAME:hammerer:hammerers]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:EXECUTIONS]&lt;br /&gt;
::[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]&lt;br /&gt;
::[APPOINTED_BY:DUKE]&lt;br /&gt;
::[APPOINTED_BY:COUNT]&lt;br /&gt;
::[APPOINTED_BY:BARON]&lt;br /&gt;
::[SQUAD:10:royal guard:royal guards]&lt;br /&gt;
::[PRECEDENCE:150]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:0:0:1]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:2]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_BEDROOM:100]&lt;br /&gt;
::[REQUIRED_DINING:250]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:DUNGEON_MASTER]&lt;br /&gt;
::[NAME:dungeon master:dungeon masters]&lt;br /&gt;
::[SITE]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:TAME_EXOTICS]&lt;br /&gt;
::[APPOINTED_BY:DUKE]&lt;br /&gt;
::[APPOINTED_BY:COUNT]&lt;br /&gt;
::[APPOINTED_BY:BARON]&lt;br /&gt;
::[PRECEDENCE:90]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[DEMAND_MAX:1]&lt;br /&gt;
::[REQUIRED_BOXES:1]&lt;br /&gt;
::[REQUIRED_CABINETS:1]&lt;br /&gt;
::[REQUIRED_RACKS:1]&lt;br /&gt;
::[REQUIRED_STANDS:1]&lt;br /&gt;
::[REQUIRED_OFFICE:250]&lt;br /&gt;
::[REQUIRED_BEDROOM:250]&lt;br /&gt;
::[REQUIRED_DINING:250]&lt;br /&gt;
::[REQUIRED_TOMB:250]&lt;br /&gt;
&lt;br /&gt;
:[POSITION:FORCED_ADMINISTRATOR]&lt;br /&gt;
::[NAME:administrator:administrators]&lt;br /&gt;
::[CONQUERED_SITE]&lt;br /&gt;
::[FLASHES]&lt;br /&gt;
::[BRAG_ON_KILL]&lt;br /&gt;
::[CHAT_WORTHY]&lt;br /&gt;
::[DO_NOT_CULL]&lt;br /&gt;
::[KILL_QUEST]&lt;br /&gt;
::[EXPORTED_IN_LEGENDS]&lt;br /&gt;
::[DETERMINES_COIN_DESIGN]&lt;br /&gt;
::[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
::[SLEEP_PRETENSION]&lt;br /&gt;
::[PUNISHMENT_EXEMPTION]&lt;br /&gt;
::[ACCOUNT_EXEMPT]&lt;br /&gt;
::[DUTY_BOUND]&lt;br /&gt;
::[COLOR:5:0:0]&lt;br /&gt;
::[MANDATE_MAX:2]&lt;br /&gt;
::[DEMAND_MAX:3]&lt;br /&gt;
::[PRECEDENCE:65]&lt;br /&gt;
::[NUMBER:1]&lt;br /&gt;
::[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
::[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
::[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]&lt;br /&gt;
::[RESPONSIBILITY:MEET_WORKERS]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=60540</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=60540"/>
		<updated>2010-01-04T16:58:56Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Dead Wagons on Depot Deconstruct Exploit ==&lt;br /&gt;
&lt;br /&gt;
You can take every item from a caravan by deconstructing a depot while the caravan is in it. The items aren't marked as stolen if you do this. But in the units screen, any wagons that were in the depot will appear as deceased. It's because the trader's wagon is a creature. Specifically, it's the center tile of the wagon. That's why the Depot Access view only shows where the center tile of the &amp;quot;wagon&amp;quot; can get to. I'd kind of like to point this out here, or perhaps on the page specifically about wagons, to identify the difference between the trade wagons and your starting wagon, which is a building.&lt;br /&gt;
&lt;br /&gt;
Also, Dwarves still won't siege you, and this particular exploit can make the game ridiculously easy if you only deconstruct on the Dwarven caravan.--Kydo 02:48, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That exploit is already discussed in this article.  And the distinction between embark wagons and trade wagons has (also) already been made clear on the [[wagon]] page (which the key word most users would Search for, I'd think - and where I'd think we should be having this discussion?) If you want to put a footnote in that article, so long as it isn't adding more confusion than clarification (that is, it doesn't devolve into pointless detail and supposition), more info can't be a bad thing.--[[User:Albedo|Albedo]] 15:03, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Well, the wagon article seems to focus almost exclusively with the starting wagon, and only mentions the trade wagons once. In fact, reading over it again, it only mentions trade ''caravans''. Nothing about the wagons therein, or the distinction. Still, I agree with you that this is more about the wagons than about that exploit, and the conversation should be over there, not here.--Kydo 02:48, 25 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've never seen more than two at a time before flooding my fortress. I didn't realize they could send more than two at a time. Kydo 14:20, 24 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
::Just got something close happening. They entered the map, and were chased off the map by goblins then the merchant went melancholy and a pack mule went stark raving mad. The only difference here is that one of them was actually killed before they left the map, so it could be he was unhappy over that. But still surprised that the merchants can get these kinds of moods and even weirder that the animals can... [[User:Shardok|Shardok]] 10:38, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::They also immediately go crazy if they see a dwarf that's gone berserk.  Or at least seem to do so.  (Had a merchant go crazy immediately upon entering a map near a failed-mood berserk dwarf who i hadn't bothered to deal with because he had run away from where i was working.)  --[[User:Squirrelloid|Squirrelloid]] 12:03, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
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::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
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::::I am suspicious that this tallying of merchants goods when they leave the map might no longer be true.  Due to an incident where the traders would not leave my trade depot despite having the ability I forbid all the items there and then they left.  I did not realize that this caused all their items to remain.  I kept forbidding the depot so that I could time their departure perfectly with my draw bridges and many years later realized that I had all this garbage laying around that I never traded for...then I read that forbidding the depot makes the traders leave their things.&lt;br /&gt;
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::::I did this multiple times for each civs caravans and not a one laid siege to my fort.  They kept coming every year as happy as carp meeting a fishing dwarf.  (Version 40d16) --[[User:Frewfrux|Frewfrux]] 21:06, 2 December 2009 (UTC)&lt;br /&gt;
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== Wagon movement ==&lt;br /&gt;
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I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
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They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
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== Arrival dates ==&lt;br /&gt;
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Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
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:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
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:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
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::16th of hematite for humans here. 40d. Elves 11th too --[[User:Höhlenschreck|Höhlenschreck]] 10:53, 31 May 2009 (UTC)&lt;br /&gt;
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::They're supposed to leave one month to the day after they arrive - that's the same day number, next month.  For me, I've seen dwarf caravans arrive as early as the 10th, and as late as the 17th (but usually toward the first part of that, 10-12th). (Usually right after the first dogs whelp, but that's from the Growers Almanac.)--[[User:Albedo|Albedo]] 11:24, 31 May 2009 (UTC)&lt;br /&gt;
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==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
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== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
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::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
:::I've done some of my own testing and have found that '''all''' caravans follow this behavior - the less wood you have, the more caravans will bring. The trick is that with the human and dwarven caravans, the excess can be limited or eliminated outright if you've requested them to bring enough specific goods to reach their weight limit - if you go a year without making any requests, they'll bring tons of wood logs. An interesting way of manipulating this further is to simply '''forbid''' all of the logs in your fortress before the caravan arrives - doing this, I've made the elves bring nothing but wood when they would otherwise bring their typical goods (tested with save backups as well). Incidentally, actually requesting wood logs via the liaison doesn't really help much, since a maxed out request only makes them bring '''4''' logs of each type (which is near useless with the dwarves). --[[User:Quietust|Quietust]] 05:47, 15 September 2009 (UTC)&lt;br /&gt;
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==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
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:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
:::I just built a trade depot out of 3 Orthoclase (yellow) and it turned out where about half of it was yellow and half was white. Not like a two tone either, just blotches of yellow and blotches of white... [[User:Shardok|Shardok]] 04:11, 7 August 2009 (UTC)&lt;br /&gt;
::::Sounds like that might be a screen (or eye) problem. [[User:Arkenstone|Arkenstone]] 16:43, 19 August 2009&lt;br /&gt;
:::::No... It's nothing like that. It's where different &amp;quot;block&amp;quot; of the Trade Depot appeared different colors. So, like some parts would have yellow blocks in it, where other parts would have white blocks. So... like...&lt;br /&gt;
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WWWYW&amp;lt;br&amp;gt;&lt;br /&gt;
WWYYY&amp;lt;br&amp;gt;&lt;br /&gt;
WWWYY&amp;lt;br&amp;gt;&lt;br /&gt;
WWWWY&amp;lt;br&amp;gt;&lt;br /&gt;
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But not exactly that, I can't remember the exact design of it. [[User:Shardok|Shardok]] 01:05, 20 August 2009 (UTC)&lt;br /&gt;
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== stealing animals ==&lt;br /&gt;
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One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
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: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
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==Buggy behavior with sieges==&lt;br /&gt;
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In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
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:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
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== Limited Caravan Accessiblity ==&lt;br /&gt;
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Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
:: I have a wall and tunnel to my depot - all traders arrive at the narrow 10 tile wide accessible entrance to my tunnel. --[[User:Bombcar|Bombcar]] 05:20, 2 December 2009 (UTC)&lt;br /&gt;
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== lazy dwarves ==&lt;br /&gt;
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I just had a Human Caravan.&lt;br /&gt;
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None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labors- ALL of his labors- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
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Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
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: No, priority controls the making of goods, etc. It's likely that you may need to poke your dwarf with a stick (draft him) or something. Make sure the depot is accessible to your dwarves, not only to the wagons. --[[User:Bombcar|Bombcar]] 05:21, 2 December 2009 (UTC)&lt;br /&gt;
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== Attacked caravan slowed down - bug? ==&lt;br /&gt;
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All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
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: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
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::It seems that when you request a large amount of heavy (literally) goods, the wagon (which actually counts as a creature that hauls items) might become encumbered and move very slowly. It might even be unable to reach the trade depot before the merchants leave, especially if the map forces it to move along a long path between trees. I might wrong, this needs testing. [[User:Mateusz|Mateusz]] 16:19, 5 September 2009 (UTC)&lt;br /&gt;
::''(Moved from [[bug]] main article by --[[User:Albedo|Albedo]] 18:11, 5 September 2009 (UTC))''&lt;br /&gt;
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:::If the wagon is a creature can it get injured? If it were injured it might move slowly. --[[User:Bombcar|Bombcar]] 05:24, 2 December 2009 (UTC)&lt;br /&gt;
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::::I had some dwarven traders arrive and their wagons got stuck on a mountain slope.  I tried digging them out but they were moving sooooooooo slowly that I reloaded (I had saved just after the announcement of their arrival) and hurried to dig out that portion of the mountain before they hit it.  The result, after they past that point, was that one wagon (only one) got stuck on another part of the slope and after being dug out moved at the same rate of slowness as I had seen previously.  The rest of the wagons moved at normal speed (having never been stuck) to the depot.  If it’s not a bug, then the game is simulating broken axils on wagons that get stuck (which I highly doubt, but would admittedly be very cool).&lt;br /&gt;
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::::The dwarves that arrived first at the depot unpacked, but I had to wait about three months for the last wagon to finally make it and itself unpack before being able to trade.  (I’m really surprised the first ones didn’t leave.) Once I did trade they all left at regular speed except the one wagon which took another several months for it to leave the map.  In fact, it may have been longer because very shortly afterwards the elven caravan showed up and there are two full seasons between the dwarves and elves.  (Version 40d16) --[[User:Frewfrux|Frewfrux]] 21:00, 2 December 2009 (UTC)&lt;br /&gt;
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== requested items ==&lt;br /&gt;
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Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
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So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
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Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;br /&gt;
::example: various types of leather - I got 1 of some of the types.&lt;br /&gt;
::I think maybe  I didn't send out enough value last time and I may have just made the same mistake. I'm trying too hard to get &amp;quot;value&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 06:32, 30 May 2009 (UTC)&lt;br /&gt;
:::I also suspect it has to do with the avialability at the mountainhome - i get huge loads of requested wood, meat and specific types of leather, but bit coal, lignite, pig iron, steel bars and charcoal always only come in small amounts like, 6, though still more than when i do not request them (zero :( ) --[[User:Höhlenschreck|Höhlenschreck]] 20:20, 19 June 2009 (UTC)&lt;br /&gt;
::::It is of course also limited by the total capacity of the caravan. In the first two years its easy to &amp;quot;push out&amp;quot; all the crap they normally bring with requests. Later they will bring everything, and more of, what you request, but still not necessarily &amp;quot;much&amp;quot;.. --[[User:Birthright|Birthright]] 15:23, 23 August 2009 (UTC)&lt;br /&gt;
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== Merchant turned friendly ==&lt;br /&gt;
Bug or feature? A macedwarf that came with the caravan lagged a bit behind when leaving and stopped 2 tiles from the border. When i checked with 'u' he had turned friendly. Now he's standing there guarding.. --[[User:Höhlenschreck|Höhlenschreck]] 20:16, 19 June 2009 (UTC)&lt;br /&gt;
:This happens whenever the merchants have all left and soldiers are left over. He will leave eventually. --[[User:Birthright|Birthright]] 15:19, 23 August 2009 (UTC)&lt;br /&gt;
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== Forbidden Items? ==&lt;br /&gt;
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I've never had green glass items refused by Elves, on my current or any other map.  My main export to everyone is green glass goblets on any map that supports cheap glass.  I don't need wood for them but then, I didn't think the trading system(or the elves, for that matter) was sophisticated enough to tell. --[[User:Corona688|Corona688]] 19:21, 30 June 2009 (UTC)&lt;br /&gt;
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:It seems that the Elves only refuse items that ''must'' have been made from wood, not ones that ''might'' have had wood involved. --[[User:Bombcar|Bombcar]] 05:38, 2 December 2009 (UTC)&lt;br /&gt;
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== Error ==&lt;br /&gt;
I just had my first time ever true crash of DF - right on arrival of human caravan i got a message smth like &amp;quot;fatal error: nemesis failed to load unit&amp;quot;. What does this mean and how do i find out if this is a known bug and where do i report it if not? --[[User:Confused|Confused]] 12:27, 3 August 2009 (UTC)&lt;br /&gt;
:Okay, google was my friend. For some odd reason all the files accompanying world.sav were gone, that causes this error. --[[User:Confused|Confused]] 16:09, 3 August 2009 (UTC)&lt;br /&gt;
::C - you're on the forums - you haven't ever heard of this?  See [http://www.bay12games.com/forum/index.php?topic=34936.0| Nemesis Errour]--[[User:Albedo|Albedo]] 18:51, 3 August 2009 (UTC)&lt;br /&gt;
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== Self-Deconstructing Wagon? ==&lt;br /&gt;
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I had a human caravan enter my map, and right where they entered was a group of bonobos. I was accustomed to the caravans plowing right through animals with no consequences, but this time, the wagon exploded as it touched the bonobo. The wagon was nowhere to be seen afterward, just all the trade goods it was carrying (in addition to one kapok log, which I suspect the wagon was built from). The rest of the caravan promptly ran away. The only thing I had built there was a rock block road. Has anyone else had anything like this happen, and if so, under what circumstances? --[[User:King of the Internet|King of the Internet]] 00:35, 11 August 2009 (UTC)&lt;br /&gt;
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:That happens when a wagon is killed, all of the goods fly out, the Bonobo probably attacked it, and the rest of the traders always run away if a caravan is destroyed.--[[User:CrazyMcfobo|CrazyMcfobo]] 01:42, 11 August 2009 (UTC)&lt;br /&gt;
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:I had this happen to me too.  A caravan arrive just as a bunch of Orcs did.  I wasn't watching, but they must have toasted one wagon and the caravan fled off the map.  It was frustrating for two reasons. First, being on the very edge of the map, the clean up was terrible, and second, all the items dropped were marked as stolen.[[User:Kwieland|Kwieland]] 15:54, 11 August 2009 (UTC)&lt;br /&gt;
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:So should it be noted on the page that normally-passive animals can attack the caravan, sending everyone back home? --[[User:King of the Internet|King of the Internet]] 21:22, 15 August 2009 (UTC)&lt;br /&gt;
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:Indeed, I had a similar problem happen to me.  My game paused and zoomed towards a goblin snatcher, but I couldn't find the little guy.  A few frames later, he was standing in the middle of the former wagon as the horses ran off, leaving the trade goods behind for me to snag. --[[User:Alkyon|Alkyon]] 19:35, 28 November 2009 (UTC)&lt;br /&gt;
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== D hotkey removed in .40d? ==&lt;br /&gt;
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I tried to see which paths the caravan could take using D: nothing came up, and it's not on the hotkey menu.&lt;br /&gt;
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Edit: Nevermind, it's back. Don't know where it went. @_@&lt;br /&gt;
: You need a trade depot so you can use the command. As soon as you'll order to build a trade depot, you can use it. It'll be all red, until the trade depot is constructed. --[[User:Karl|Karl]] 12:43, 28 September 2009 (UTC)&lt;br /&gt;
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== Offering to the Elves ==&lt;br /&gt;
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In an attempt to piss off the Elves, I offered them a piece of raw clear glass and they happily accepted it. Last I checked, they dislike clear glass because of the pearlash used in its construction. Attempting to '''trade''' them tower-cap logs, however, was successful in getting them angry, as was simply seizing their 30 bins of cloth. --[[User:Quietust|Quietust]] 00:11, 19 October 2009 (UTC)&lt;br /&gt;
:Just now, I attempted to offer them a tower-cap log and they were annoyed as a result. Exactly why they accepted a piece of raw clear glass last time is beyond me... --[[User:Quietust|Quietust]] 00:56, 21 October 2009 (UTC)&lt;br /&gt;
::Raw clear glass is a gem, this may be why the accepted it. --[[User:Bombcar|Bombcar]] 05:43, 2 December 2009 (UTC)&lt;br /&gt;
:::...as stated, a gem made using '''pearlash''' (which can only be made by burning wood into ashes). --[[User:Quietust|Quietust]] 06:03, 2 December 2009 (UTC)&lt;br /&gt;
::::Exactly; there may be a bug in that gems don't track their component parts; it would have to be tested. --[[User:Bombcar|Bombcar]] 07:03, 2 December 2009 (UTC)&lt;br /&gt;
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== Weird Bug ==&lt;br /&gt;
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For some reason goblets won`t show up in the trade screen. I have some 200 very close to the Depot but they won´t show. I tried forbidding/claiming them to no avail, i aslo tried to make a goblet dump in the depot but that didn´t work either. Anyone else had this happen?&lt;br /&gt;
: Do any of your nobles like goblets? One of them may have [[Mandate#Export Bans|forbidden goblets from being exported]]. See [[Trading#Move Goods to/from Depot]] and try {{k|m}} in the item selection screen. --[[User:HebaruSan|HebaruSan]] 13:35, 11 November 2009 (UTC)&lt;br /&gt;
::They may also have forbidden the export of the material the goblets were made of. --[[User:Bombcar|Bombcar]] 05:44, 2 December 2009 (UTC)&lt;br /&gt;
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== Constructed Ramps ==&lt;br /&gt;
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It seems that wagons cannot pass over constructed ramps. Could someone add that to the page? [[Special:Contributions/76.184.150.59|76.184.150.59]] 16:47, 21 November 2009 (UTC)&lt;br /&gt;
:They can definitely travel '''along''' constructed ramps. Oddly, they can even travel along constructed ramps that aren't braced by walls on the proper side. --[[User:Quietust|Quietust]] 20:01, 21 November 2009 (UTC)&lt;br /&gt;
::One of my fortresses has its entrance outdoors, only accessible by constructed ramps.  Wagons use them all the time.  I also tried building a ramp in the middle of the wagon path in another fortress (not that such a ramp could ever be useful) and it still shows as accessible.  Are you sure you're using ramps correctly?  (They have to be next to natural or constructed walls, not just floors on the next level.) --[[User:LaVacaMorada|LaVacaMorada]] 20:24, 21 November 2009 (UTC)&lt;br /&gt;
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== No Dwarven Caravans? ==&lt;br /&gt;
&lt;br /&gt;
I have noticed that if you don't have any elves or human civs near that you don't get any caravans from them, but does the same apply to dwarven civs? My fortress so far has had no contact with any race, including dwarven caravans, after 2 years. This is a two fold problem, because I don't get caravans or immigrants because no caravan ever reports my now crazy wealth. Is this normal or a bug? [[Special:Contributions/194.74.22.170|194.74.22.170]] 22:13, 23 November 2009 (UTC)&lt;br /&gt;
:You should always get a Dwarven caravan. Were there any reports about migrants being too scared? Is the Depot accessible? --[[User:Bombcar|Bombcar]] 05:46, 2 December 2009 (UTC)&lt;br /&gt;
::Maybe not on an island.  If your fortress exists on a totally water-locked plot, there might not be a way for them to get to you.  Curious how ''you'' got there, though, eh?--[[User:Admiral Urist|Admiral Urist]] 06:59, 3 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why not just go underground? ==&lt;br /&gt;
This probably isn't an original idea, but I didn't see it listed, so I figured I'd post it here.&lt;br /&gt;
Crowded maps, especially in the jungle areas, where trees will grow back and there's all sorts of nasty things waiting to eat an untended mason/woodcutter, why not just dig a wide road underground to the edge of the map, put some ramps up to the top level and then clear the caravan arrival space?  An underground road means less chance of wild beasties attacking the caravan, and probably takes less time since, if you're like me, you have more miners than woodcutters.  Plus it seems like miners are more attentive to their work than cutters.&lt;br /&gt;
Goblins might make use of it, but it's fairly easy to guard/trap, since it's only, say, five or six tiles across.  It worked for the Dorfs of Dragon Age, so why not for DF dorfs?&lt;br /&gt;
&lt;br /&gt;
== Craft Bins Disappearing ==&lt;br /&gt;
&lt;br /&gt;
Recently, an elven caravan rolled on up to my fortress and, when unloading their oodles of wood and cloth in the 'ol depot, I casually sent my trader in to conduct his business. To my surprise, I failed to spot &amp;quot;Crafts&amp;quot; in the Move Goods menu. At first I thought that my fatigue was playing tricks on me but upon closer inspection the category was simply gone. I selected 'sorting by distance', since the mound of craft bins is only a step or two away from the depot itself, but no Finished Good bins appeared. This is the first time this has happened to me. Pondering on it a bit I traced the problem to a mandate made by one of the nobles, banning export of crowns. Crowns are indeed a craft, but does that mean that ''none'' of the other crafts are exportable, to boot? Or is it simply that if a bin has a crown in it it's considered null in the Move Goods menu? Some insight appreciated. --[[User:Bronzebeard|Bronzebeard]] 12:28, 2 January 2010 (UTC)&lt;br /&gt;
: Your suspicion is correct - if a particular good is under an export ban, '''all''' bins containing '''any''' of that item will be excluded from your trade list. In order to actually see them and bring them to the depot, you'll need to turn off mandate culling. --[[User:Quietust|Quietust]] 17:34, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Need info on how much needs to be exported to get the human caravans attention ==&lt;br /&gt;
&lt;br /&gt;
Yea I added that bit about the human caravan bieng triggered by exports, but honestly, I don't actually know how much. I just know and suspected, that you need some amount of exports to get their attention. So, if anybody knows the answer.....&lt;br /&gt;
--[[User:Smjjames|Smjjames]] 16:58, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=60371</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=60371"/>
		<updated>2010-01-01T21:21:17Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: added a bit to the human caravan info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]).  There must be at least 10 spaces between the Depot and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
* the items that are in trade wagons or on merchant animals&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a [[cheating|little hint]]: when the merchants have finished unloading, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] usually requires offerings to be made before his arrival.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently{{v|0.28.181.40d}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]&lt;br /&gt;
	[NAME:wagon:wagons:wagon]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[EQUIPMENT_WAGON][COMMON_DOMESTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
	[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:WAGON]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[TRADE_CAPACITY:15000]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (because [[pearlash]] is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidents can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* appears when you have enough exported wealth to attract their attention.&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known if this hurts diplomatic relations.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot arein the middle of the map, this will give the traders quite a head-start to get away.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cassiterite&amp;diff=56650</id>
		<title>40d:Cassiterite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cassiterite&amp;diff=56650"/>
		<updated>2009-10-31T19:57:50Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Grammar fixup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ore|name=Cassiterite|tile=£|color=#880&lt;br /&gt;
|uses = &lt;br /&gt;
* [[Ore]] of [[tin]]&lt;br /&gt;
* Smelting [[bronze]], [[trifle pewter]] and [[fine pewter]]&lt;br /&gt;
|location =&lt;br /&gt;
* Veins in [[Granite]]&lt;br /&gt;
* Small clusters in [[alluvial layer]]s&lt;br /&gt;
|properties =&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Cassiterite]] is the only ore (in DF) that can be [[smelt]]ed into [[tin]].  This ore can also be smelted with others to create [[bronze]], [[trifle pewter]], and [[fine pewter]].  In the world of Dwarf Fortress, cassiterite is only found in layers of [[granite]] as veins.&lt;br /&gt;
&lt;br /&gt;
== Smelting ==&lt;br /&gt;
Cassiterite is a required ingredient to make several types of metal alloy bars from ore at a [[smelter]]:&lt;br /&gt;
	&lt;br /&gt;
* [[Tin]] bars&lt;br /&gt;
* [[Bronze]] bars - with [[copper nuggets]], [[malachite]], or [[tetrahedrite]]&lt;br /&gt;
* [[Trifle pewter]] bars - with [[copper nuggets]], [[malachite]] or [[tetrahedrite]] ''(takes 2 cassiterite)''&lt;br /&gt;
* [[Fine pewter]] bars - with [[copper nuggets]], [[malachite]] or [[tetrahedrite]] ''(takes 3 cassiterite)''&lt;br /&gt;
&lt;br /&gt;
The above can also be made from [[bar]]s of [[tin]] combined with bars of the appropriate metals.  Note that [[bismuth bronze]] and [[lay pewter]], both of which require tin, cannot be made directly from cassiterite, but must first be smelted into tin bars.&lt;br /&gt;
&lt;br /&gt;
See [[alloy]] for a full discussion of formulae and options.&lt;br /&gt;
&lt;br /&gt;
{{Rocks}}&lt;br /&gt;
[[Category:Ore]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=54949</id>
		<title>40d:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Farming&amp;diff=54949"/>
		<updated>2009-10-13T19:50:49Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Removed attempted link to a russian langage version of the farming page which appears to fave failed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|200px|General farming flowchart.]]&lt;br /&gt;
'''Farming''' is the most universal source of [[food]] in Dwarf Fortress. On maps with plentiful [[shrub]]s, [[animal]]s or bodies of [[water]], [[plant gathering]], [[hunting]] or [[fishing]] can also produce a lot of food; however, these practices often do not scale to the level needed to feed a full-sized fortress. Farming is a highly efficient, reliable, renewable and scalable source of food -- and, after [[cooking]], of compact but valuable trade goods. [[Plants]] are also the only source of [[alcohol]] and [[dye]] other than [[trading]]. Some can be turned into [[clothing]].&lt;br /&gt;
&lt;br /&gt;
== Finding farmland ==&lt;br /&gt;
You cannot plant seeds on a bare rock floor, only on [[mud]] or [[soil]]. The easiest way to farm, by far, is to find some soil, which may be found on the surface or by digging into a layer of soil underground ''if'' there was a soil [[layer]] present on embark in one of the [[biome]]s. If soil is unavailable, you will need to set up an [[irrigation]] scheme to deposit water on the bare rock to create mud, which can then have farm plots placed upon it. &lt;br /&gt;
&lt;br /&gt;
However, muddying rock for farming only works underground; above ground, it is deceptive (and may be considered a bug).  Above-ground rock floors ''can'' be muddied, and [[farm plot]]s ''can'' be built on them - also, if the farmplot overlaps even one tile of soil, they can even have seeds designated for planting - '''but''' the farmplot will ''never actually get planted with seeds'', and so will never become productive.&lt;br /&gt;
&lt;br /&gt;
== Aboveground or underground? ==&lt;br /&gt;
You can plant either underground or aboveground, depending on the type of [[plant]]s you want to grow. The starting [[seed]]s your dwarves may bring with them can only be planted underground. If you want to farm aboveground, you will need to gather seeds from outdoor [[shrub]]s, which can then be planted. Caravans will also usually bring additional bags of seeds.&lt;br /&gt;
&lt;br /&gt;
The farm plot should be either entirely above ground or entirely subterranean. A mixed-class farm plot will allow you to choose any crop for planting, but the chosen crop will be planted only on tiles capable of growing it. Worse, planters will not skip over the infertile tiles, leaving the rest of the plot fallow whether it can support the crop or not.&lt;br /&gt;
&lt;br /&gt;
Also, some biomes such as mountains will not support outdoor farming, even when irrigated. You can build a farm on muddy ground, but no seed types will be available for planting there. If you wish to dig a secure outdoor farming area into your underground fort, make sure it's on a biome that supports outdoor farming. &lt;br /&gt;
&lt;br /&gt;
=== Greenhouse ===&lt;br /&gt;
If you want a secure way to farm outdoor plants, consider building a greenhouse. This can be done by channeling out a square area (or using a drained pond) and building [[floor]] tiles above it, preferably from [[glass]] [[block]]s (though any material will work, even raw stone, this is considered by many to be a bug). Alternatively, you can construct walls around (and floors above) a section of grassy soil and create a secure farming area above ground, either built next to a cavern (and accessible via tunnel) or built in the middle of a plain (and accessible from beneath via stairs).&lt;br /&gt;
&lt;br /&gt;
== Defining the farm plot ==&lt;br /&gt;
&lt;br /&gt;
Once you have a suitable location for farming you can have your farmer(s) prepare a [[farm plot]]. That's the actual bit of soil to be tilled.&lt;br /&gt;
&lt;br /&gt;
Enter the {{k|b}}uild menu and place farm {{k|p}}lots. Use {{k|u}} and {{k|k}} to increase the size of the plot, and {{k|m}} and {{k|h}} to decrease it. When the plot is sized and positioned correctly, pressing {{k|Enter}} will place it. Your grower(s) will now rush in and prepare the field, clearing out rubble and other impediments when necessary.&lt;br /&gt;
&lt;br /&gt;
How much farm space do you need? Surprisingly little. A 5x5 plot manned by dabbling farmers will provide enough food to feed and water 30 dwarves. The use of [[Exploits#Cooking_alcohol|boozecooking]] will stretch this to 75 dwarves. If you have decently skilled farmers, the same 5x5 plot (with boozecooking) will feed over 200 dwarves! However, you may wish to increase food production way beyond anything your dwarves could ever consume to create large amounts of valuable trade goods or stock up for [[goblin]] [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
== Planting ==&lt;br /&gt;
&lt;br /&gt;
Once a farmer builds the plots, it's time to plant. Go into the plot's {{k|q}} menu and select the type of seed to plant. Your farmers will then take care of the rest. Note that your farmers will not work the plot the whole year without being told to do so: you must designate a crop for ''each'' season. You can designate each season ahead of time by using {{k|a}}, {{k|b}}, {{k|c}}, {{k|d}} from the plot selection screen. You do not have to plant the same thing each season and can change planting orders at anytime, even mid-season. The already planted seeds will mature normally and the rest of the plot will be planted with the newly designated crop. Some underground plants can only be planted during certain seasons.&lt;br /&gt;
&lt;br /&gt;
On a farm that is built but not planted, each tile will appear as &amp;quot;≈&amp;quot;. Once a square has been planted, its appearance will change to &amp;quot;═&amp;quot;. Once the square has been harvested, it will return to &amp;quot;≈&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In the first year, you may want to focus your production on berries aboveground, or [[plump helmets]] underground, because they can be brewed and eaten both raw or cooked. Plump helmets are also one of the 2 fast growing plants ([[Pig tail]]s being the other but they can only be brewed, not eaten). [[Quarry bush]]es, [[cave wheat]] and [[sweet pod]]s require processing before they can be eaten and take longer to grow. [[Pig tail]]s and [[dimple cup]]s can produce cloth and dye respectively, so grow these later. [[Dimple cup]]s are the only underground crop that can neither be brewed nor otherwise processed into food (except for its seed, which can be cooked). Consider processing and cooking (and adjusted farming) as soon as possible since it adds quality levels to your food and in the case of quarry bushes and sweet pods quintuples the amount of food. Also, if you want to cater for the preferences of your dwarves, you will likely grow all types of crops sooner or later. &lt;br /&gt;
&lt;br /&gt;
As mentioned [[plump helmets]] and [[pig tail]]s grow faster, maturing in about 25 days, all other crops take about 42 days. Since a month has 28 days, you need to get your seeds in really quick to have 2 harvests per season of a slow growing crop, while 3 harvests of plump helmets per season are easier to manage. But don't worry too much if you fail - the seeds and &amp;quot;grow time&amp;quot; will even be carried over to the next season ''if'' the crop can grow in that season. Skill, fertilizing or any other factor does not influence grow time, but will increase stack size instead.&lt;br /&gt;
&lt;br /&gt;
You cannot buy outdoor seeds upon embarking. If you choose to plant outdoor crops, designate a dwarf with [[plant gathering]] to gather plants outside until you get some suitable plants, then brew them (or allow them to be eaten) to get the seeds. You may also [[trading|trade]] for outdoor seeds directly from a non-dwarven [[caravan]], which can be a very effective way of getting a lot very quickly. The biome the farm plot is in might have an effect on the plants permitted in the plot.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Should you wish to plant nothing for a season, you can select {{k|z}} &amp;quot;'''fallow'''&amp;quot; from the farm plot menu; this is useful when your larder is overful. If you possess [[potash]], you can fertilize the field to increase yield (see below).&lt;br /&gt;
&lt;br /&gt;
== Increasing yield ==&lt;br /&gt;
&lt;br /&gt;
Any crop may bear more or less fruit, or (as is sometimes the case with unskilled growers) it may even bear no fruit at all, thus wasting the seed. A higher yield will have many benefits along the whole assembly line of further food processing: workers will always work on one &amp;quot;stack&amp;quot; at a time &amp;amp;ndash; if (for example) a brewer has &amp;quot;sweet pod [5]&amp;quot; to work with, he will produce &amp;quot;dwarven rum [25]&amp;quot; and squeeze it all into a single barrel. &lt;br /&gt;
&lt;br /&gt;
The yield from a single seed depends on the farmers' [[skill]] and, if above ground, on whether the plot was fertilized.&lt;br /&gt;
&lt;br /&gt;
* '''Skill''': no particular skill is checked when harvesting. Only the [[grower]] skill of the farmer who '''planted''' the seed is taken into account. Dabbling planters will frequently produce stacks of only one, and sometimes even zero plants. Legendary growers will often produce &amp;quot;plant name [5]&amp;quot; and rarely even &amp;quot;plant name [6]&amp;quot; stacks from a single seed on a non fertilized field.&lt;br /&gt;
&lt;br /&gt;
*'''Fertilization''': fertilization increases yield up to about 1.5 times{{Verify}}. The amount of [[potash]] needed to fully fertilize a field depends on its size. Using {{k|q}} to view the farm plot, look for the field that looks like &amp;quot;''n''/''N'' ft.&amp;quot; ''n'' is the amount of fertilizer applied so far, while ''N'' is the maximum amount that may be applied. To fertilize the field choose the {{k|f}}'''ertilize''' command. The {{k|s}}'''eas Fert''' option tells your dwarves to automatically fertilize a field after each season change. Underground farm plots cannot be fertilized unless they have first been [[irrigation|irrigated]]. The amount of potash required for a plot of a given size is:&lt;br /&gt;
:: '''(Size/4, rounded down) + 1'''&lt;br /&gt;
&lt;br /&gt;
In a discussion concerning the chances to get stacks of 6 plants, [[Toady]] has mentioned:&lt;br /&gt;
 Yeah, even a novice farmer will get 6 of them once out of every 12,000,000 attempts. &lt;br /&gt;
 I think the most you can get is 11 with full fertilization and good farming skill rolls (and some luck).&lt;br /&gt;
&lt;br /&gt;
== Harvesting ==&lt;br /&gt;
&lt;br /&gt;
A few weeks after planting a seed, a crop will sprout on that spot. Crops must be harvested within another few weeks or they will wither. By default, all dwarves will harvest, including [[children]] and even [[nobles]]. This may or may not be desirable: on the one hand, it makes sure that no crops will wither; on the other, it may lead to far away dwarves interrupting their work and running a long way in order to harvest a single plant and less skill gains for your planters.&lt;br /&gt;
&lt;br /&gt;
Harvesting plants earns dwarves [[experience]] in the &amp;quot;growing&amp;quot; [[skill]], so do not be surprised if all your dwarves soon become &amp;quot;dabbling&amp;quot; (or better) growers. Because of that, peasants with no other occupation become farmers almost automatically. Do not be afraid that they might trample your fields: the skill is of no importance during harvest, and no matter how much skill they earn they will still only plant crops if you allow them to in their individual &amp;quot;labor&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
If you chose to turn off &amp;quot;All dwarves harvest&amp;quot; in your {{k|o}}rders menu, only dwarves with the &amp;quot;Farming (Fields)&amp;quot; labor enabled will harvest. However, they will often choose to plant new seeds instead of reaping the existing crop, so you risk that some amount may wither. After harvesting a plant (plucking it out of the ground), dwarves will carry it to the nearest [[stockpile]], even if they do not have the &amp;quot;food hauling&amp;quot; labor enabled, unless you have &amp;quot;Dwarves ignore food&amp;quot; set in your {{k|o}}rders menu, in which case they will leave the plant blinking on the field. If not moved to a stockpile within a few weeks, it will wither.&lt;br /&gt;
&lt;br /&gt;
== Caveats (warnings) ==&lt;br /&gt;
&lt;br /&gt;
=== Food hauling ===&lt;br /&gt;
&lt;br /&gt;
If you manage to get large-scale farming up and running, you will need to employ many food haulers in order for the food produced on your farms to be edible, even if it has already been harvested. This is because in the current version of the game, items tagged for pending tasks (including Move to Stockpile and Store in Barrel) are unavailable for any other use -- such as eating. An entire fortress of dwarves can starve while they wait for somebody to ''move the food''.&lt;br /&gt;
&lt;br /&gt;
One way to deal with this problem (at least during the heavy farming/harvesting seasons) is to disable hauling of both stone and wood in the top-level {{k|o}}rders menu. This way, most of those jobs will clear out of the job queue, and you will be left mostly with &amp;quot;Store in Barrel&amp;quot; type jobs. You can also increase the number of dedicated food haulers.&lt;br /&gt;
&lt;br /&gt;
=== Storage === &lt;br /&gt;
&lt;br /&gt;
It can be difficult to manage barrels to store food and drink, and bags to store seeds and processed foods. Combat this by [[Cooking|cooking]] food to consolidate it into larger stacks that won't rot outside of a barrel (it just needs to be indoors on a food stockpile). In the {{k|p}} menu, you can also reserve some empty barrels that will not be used for food storage; instead, they will only be used for brewing and syrup processing tasks. Leaves, sugar, and flour are not edible; to use them up and free their bags, you must cook. You can also cook excess seeds (albeit only up to 4 at a time), to reclaim the bags they occupy. Make sure not to cook your last crop seed!&lt;br /&gt;
&lt;br /&gt;
=== Red crops ===&lt;br /&gt;
Crops will sometimes be displayed as red in the field listing. This is believed to mean:&lt;br /&gt;
* Your farmers do have the required seeds to plant this, ''but''&lt;br /&gt;
* There is not enough time left this season for the crop to grow before next season, ''and''&lt;br /&gt;
** This crop can not be grown next season, ''or''&lt;br /&gt;
** It is winter, because crops don't wrap around year to year.&lt;br /&gt;
See [[Talk:Farming#Red_crops |the discussion on the talk page]] for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Crops]]&lt;br /&gt;
* [[Irrigation]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49481</id>
		<title>40d Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49481"/>
		<updated>2009-06-06T18:37:14Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: New section: == Weapon trap 'Spike strips'==&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=New Pages, new organization=&lt;br /&gt;
There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics were scattered and repeated across all of them.  This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).&lt;br /&gt;
&lt;br /&gt;
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire Pillbox ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this will/not work? Do captured dragons flame at kobolds/orcs/siegers? Can this also be used w/ fire imps? (I think the answer to that last is &amp;quot;no&amp;quot; - iirc, imps need to have a path to their targets, which would require that a trap be much more complex - but still possible.)&lt;br /&gt;
&lt;br /&gt;
If there is no confirmation, we should probably delete the design, unfortunately.--[[User:Albedo|Albedo]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Weapon trap 'Spike strips'==&lt;br /&gt;
Despite the image, no, its not for wagons, but rather its an idea I have for killing animals like maybe unicorns. I'm in an area with plenty of unicorns (didn't bring along hunters and its still my first year of the fortress), and stuff made from unicorn parts are generally valuable, right? Also, knowing from the entry saying that they are rather dangerous, I have an idea of a way to get materials from them with minimal risk to the dwarves. My idea is to have an area of weapon traps, most likely single weapon traps to minimize corpse mangling, and maybe have them in rows or a grid in an area so that the animals will cross and die. This could also apply to huntable creatures that are able to move fast like gazelles. I haven't actually done this and so I don't know how effective it would really be. Of course though, there is no real substitue for a good hunter as far as bringing back an intact corpse 100% of the time.....as long as the corpse isn't the hunters....--[[User:Smjjames|Smjjames]] 18:37, 6 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46136</id>
		<title>40d Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46136"/>
		<updated>2009-06-03T18:42:46Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: /* Biomes and stone layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the stuff you can search for (rainfall, drainage, etc) interact with what biomes form in a region? [[User:Random832|Random832]] 01:46, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good question.  I want lots and lots of forests in my worlds because I like elephants &amp;lt;small&amp;gt;for their big droopy asses&amp;lt;/small&amp;gt;.--[[User:Maximus|Maximus]] 04:22, 21 November 2008 (EST)&lt;br /&gt;
::Apparently, every biome has some combintions of parameters valis. For example: low rainfall + high drainage = desert, and so on... But we need to gather complete list. Worldgen cookbook is a good place to search for info already known. &amp;lt;small&amp;gt;and we can ask Toady&amp;lt;/small&amp;gt;--[[User:Dorten|Dorten]] 06:45, 21 November 2008 (EST)&lt;br /&gt;
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== From the forums ==&lt;br /&gt;
&lt;br /&gt;
Hello again.&lt;br /&gt;
&lt;br /&gt;
Since it took me some time to figure these out, im posting them for everyone to save their time. Biome names are taken from wiki by comparing with map legend from here: http://www.dwarffortresswiki.net/index.php/Map_legend , although there seem to be some discrepancies.&lt;br /&gt;
&lt;br /&gt;
Sav and Volc are irrelevant to biomes in world editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By elevation:&lt;br /&gt;
&lt;br /&gt;
  Water&lt;br /&gt;
Elevation: 1 - 99&lt;br /&gt;
&lt;br /&gt;
  Low Mountain&lt;br /&gt;
Elevation: 300 - 332&lt;br /&gt;
&lt;br /&gt;
  Mountain&lt;br /&gt;
Elevation: 333 - 365&lt;br /&gt;
&lt;br /&gt;
  High mountain&lt;br /&gt;
Elevation: 366 - 400&lt;br /&gt;
&lt;br /&gt;
Everything else&lt;br /&gt;
Elevation: 100 - 299&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By rain/drain:&lt;br /&gt;
&lt;br /&gt;
  Hill&lt;br /&gt;
Rain: 10 - 66&lt;br /&gt;
Drain: 50 - 100&lt;br /&gt;
&lt;br /&gt;
  Sand Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
  Rock Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands A&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 50 - 65&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands B&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 66 - 100&lt;br /&gt;
&lt;br /&gt;
Second Desert Badlands biome (per wiki), occupying higher drain areas&lt;br /&gt;
&lt;br /&gt;
  Grassland&lt;br /&gt;
Rain: 10-19&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Savanna&lt;br /&gt;
Rain: 20-32&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Marsh&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
The character is darker than marsh in wiki map legend and matches that of a swamp instead, but on wiki both marsh and savanna have the same characters, so im guessing this one actually is marsh.&lt;br /&gt;
&lt;br /&gt;
  Shrubland&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Swamp&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(conifer icon, probably means temperate)&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 33-100&lt;br /&gt;
&lt;br /&gt;
Forest becomes Broadleaf in high temperatures, which makes it the only biome in world editor that is dependant on temperature. Im guessing that the character for Conifer actually serves for temperate conifer and broadleaf, and the broadleaf icon means tropical broadleaf forest, because thats what the rain/temp/drain stats suggest, and otherwise there would be no differentiation between temperate and tropical.&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(broadleaf icon, probably means tropical)&lt;br /&gt;
Temperature: ~ 60-75 (varies a bit for different drain values) --[[User:Dorten|Dorten]] 07:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added this info to the page, but I notice there seem to be missing ranges; what happens if rainfall is 0-65 and drainage is 50-100?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 22:07, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biomes and stone layers ==&lt;br /&gt;
&lt;br /&gt;
 Biomes have no relation to the [[stone]] [[layer]](s) that lie below them, beyond &lt;br /&gt;
 the first (which is often a type of [[soil]].&lt;br /&gt;
:How sure are we about this? [[User:VengefulDonut|VengefulDonut]] 12:26, 3 June 2009 (UTC)&lt;br /&gt;
:: I haven't seen any correlation between rock layers and biomes. Other than granite which is often the base of mountains and is more common there. There are a few soil types that are found only in the ocean, but those are normally never encountered unless you extend your embarkation zone way out to sea.--[[User:Smjjames|Smjjames]] 14:10, 3 June 2009 (UTC)&lt;br /&gt;
:::No, VD is right - it's &amp;quot;apparent&amp;quot;, it's intuitive, it's logical, it's that way in RL, but it's not conclusive nor is there any concrete supporting evidence (proving the absence of something - never easy).  It was my post - I'll edit to reflect that.--[[User:Albedo|Albedo]] 17:40, 3 June 2009 (UTC)&lt;br /&gt;
::: Hmm, now that I think about it, diorite is often found in mountains, sometimes even as two layers on top of each other. According to Wiki ( http://en.wikipedia.org/wiki/Diorite ), it is associated with mountain building and volcanism. I also find it associated with other igneous rocks in biomes and I rarely see diorite outside of either mountains or volcanic areas. This is going to require quite a bit of observation and note taking.--[[User:Smjjames|Smjjames]] 18:42, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13701</id>
		<title>40d Talk:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floodgate&amp;diff=13701"/>
		<updated>2009-06-03T15:35:48Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: /* Atomsmasher Floodgates? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Floodgates vs magma==&lt;br /&gt;
... but only '''stone''' and metal will hold back magma.&lt;br /&gt;
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Is this true? In the last version only steel was strong enough to contain magma. --[[User:Mizipzor|Mizipzor]] 15:29, 1 November 2007 (EDT)&lt;br /&gt;
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: Well, my dolomite floodgates were enough to hold magma. So stone floodgates are capable of holding magma. Dunnoe about wooden ones though. [[User:Noctis|Noctis]] 15:59, 1 November 2007 (EDT)&lt;br /&gt;
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:Not true. I used stone floodgates all the time with magma in the last version. --[[User:RedKing|RedKing]] 00:52, 2 November 2007 (EDT)&lt;br /&gt;
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::Perhaps the confusion comes from the fact that you needed steel to bridge over magma --[[User:Moller|Moller]] 02:11, 2 November 2007 (EDT)&lt;br /&gt;
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:::Alright, the dolomite floodgates that I've mentioned earlier seem to have disappeared, presumably melted away. Thus I'm led to belive that only steel(or better) floodgates are capable of holding magma now. [[User:Noctis|Noctis]] 09:29, 3 November 2007 (EDT)&lt;br /&gt;
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::::From what I've seen stone floodgates are, at the moment, one use like the steel ones listed in the article...but for different reasons.  A closed stone floodgate will hold back magma indefinitely (probably for the same reason that the normal stone walls hold magma as they do), but once you link  and open it the magma enters the same tile and turns any stone into it's molten counterpart.  This means both your stone floodgate and stone mechanism are turned to slag and eventually lost to the magma forever.  I would bet that the steel floodgates are still there, but forever locked in their open state since your mechanism just got turned to goo and you can no longer select the flood gate from the lever's link menu.  Perhaps [[Bauxite|Bauxite]] might be able to survive the magma, but I need to find some first in order to test that theory.{{version|0.27.169.33b}}   --[[User:TheUbie|TheUbie]] 04:28, 19 November 2007 (EST)&lt;br /&gt;
::Interestingly enough, I do believe dolomite has a high melting point and is somewhat heat resistant...&lt;br /&gt;
&lt;br /&gt;
:::To clear things up: build both floodate and mechanism from a material listed at [[Magma-safe materials]].[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
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::::In the current version (40d) I've successfully used bauxite floodgates/mechanisms to control magma flow. Bauxite is your best bet (and less costly than steel in terms of material). Sdu - 01/11/2008&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Activation time==&lt;br /&gt;
Interesting note, floodgates seem to take approximately 100 steps to open after activation, from my experimentation. Maybe this could be used in the article somehow? &lt;br /&gt;
[[User:NullAshton|NullAshton]] 23:51, 1 January 2008 (EST)&lt;br /&gt;
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:Ooh, interesting. Exactly the same amount as a bridge. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
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== opening and closing ==&lt;br /&gt;
&lt;br /&gt;
do I '''have''' to use a lever to open and close a floodgate? Early on - I have a room next to a river - I want to put a floodgate in the corridor and &amp;quot;bucket fill&amp;quot; a &amp;quot;pond&amp;quot; from the outside.&lt;br /&gt;
&lt;br /&gt;
will this plan work or do I '''need''' a lever?[[User:GarrieIrons|GarrieIrons]] 01:55, 5 January 2008 (EST)&lt;br /&gt;
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:You need some kind of machine to trigger it, yes. Pressure plates work as well. --[[User:N9103|Edward]] 06:20, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
All right... I have a 1-wide channel, with a floodgate &amp;quot;placed&amp;quot; not &amp;quot;built&amp;quot; somewhere along it.&lt;br /&gt;
Access is from a stair to the right.&lt;br /&gt;
No matter if I put the build command closer to the stair, or further away from the stair, the dwarves seem to build the floodgate so that it cuts off their exit! WTF is one to do here? I keep ordering the dwarf that just built the floodgate to remove it so they can get out again.[[User:GarrieIrons|GarrieIrons]] 23:34, 2 February 2008 (EST)&lt;br /&gt;
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:Hook it to a mechanism and open it. --[[User:Ikkonoishi|Ikkonoishi]] 00:59, 3 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah well when I get a mechanic that is the general plan ;) but right now it's sitting in the middle of a channel while I prey for more immigrants before all of my dwarves die of thirst![[User:GarrieIrons|GarrieIrons]] 01:48, 3 February 2008 (EST)&lt;br /&gt;
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:::All right, I have opening and closing floodgates now.[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
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::::Would you mind posting a pic of your setup?  I'm a mite confused on this also....[[User:Holyfool|Holyfool]] 22:38, 3 February 2008 (EST)&lt;br /&gt;
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:::::Sorry that fortress is lost to it being a very early experiment.[[User:GarrieIrons|GarrieIrons]] 03:13, 6 July 2008 (EDT)&lt;br /&gt;
== River crossings ==&lt;br /&gt;
&lt;br /&gt;
I can dam/divert a river with floodgates I hope. &lt;br /&gt;
If I dig a channel 1 z-level down, then build a wall, the top is a floor I can walk across. Why isn't the top of a floodgate a floor? it is silly that I have to build a floodgate then a bridge as well, and connect them to the same lever, if I want a floodgate I can walk over. (in real life even a simple drop-board weir - which is pretty mcuh a timber floodgate - can be walked over so that you can put the boards in and out).[[User:GarrieIrons|GarrieIrons]] 07:45, 5 February 2008 (EST)&lt;br /&gt;
:PS. I am diverting my brook by digging a channel through it while it is frozen then building a series of floodgates in the resulting channel. I guess this will work (here's for trying) but how would one divert a river?[[User:GarrieIrons|GarrieIrons]] 07:47, 5 February 2008 (EST)&lt;br /&gt;
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::Non-freezing? Very difficult to get to work properly, dependent on the terrain of course. Basically, you'd have to dig quite a large pond/lake for the river to fill while scrambling like mad to get those dwarves to install all the floodgates or build the walls before the flow into the lake slows enough for construction-blocking waterlevels to start flowing again. Definitely suggest a stockpile immediately adjacent to the closest entry point to the downstream side of the dam to hopefully avoid a waste of time if only one or two dwarves get their lazy butts over to the work that needs to be done! As for freezing; well, that's always been child's play, and I always wonder why people bother asking someone &amp;quot;if the map they're on freezes,&amp;quot; anytime someone says they need help trying to dam a flow. ;) --[[User:N9103|Edward]] 09:30, 5 February 2008 (EST)&lt;br /&gt;
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:Well, I have dug a channel in the ice. There are some boulders left behind as well as it seems some ice blocks. I think these will be off to make a pond as ice hauling seems much more efficient to me than bucket hauling?&lt;br /&gt;
:But anyway, the channel is all marked as &amp;quot;blocked&amp;quot; when I try to build floodgates. Will see what it's like when the ice blocks are all gone.[[User:GarrieIrons|GarrieIrons]] 06:40, 6 February 2008 (EST)&lt;br /&gt;
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:::To make your dwarf build on the right side you can &amp;quot;suspend&amp;quot; ('s' key is the shortcut) the building as soon as the dwarf starts on the wrong side. As soon as they move away you then un-&amp;quot;suspend&amp;quot; the construction and they should attempt to build it again. It can take a few tries but it works.&lt;br /&gt;
&lt;br /&gt;
:::Another way is just to let them build it on the wrong side and have a miner dig out a square adjacent to the floodgate. You may need to dig out one more square but then you you can wall them up with the (C)onstruction building task. - Sdu 01/11/2008&lt;br /&gt;
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:::Some people use doors instead of floodgates to do the same job which means that whatever side your dwarf builds it, he can still walk back through it. - Sdu 01/11/2008&lt;br /&gt;
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== Floodgate swept away ==&lt;br /&gt;
&lt;br /&gt;
With version 38a I noticed that floodgates can be swept away by molten rock which is pushed by the flowing lava. I don't know if this also happend with earlier versions since this was the first time, because of lack of fule and wood, that I actually used magma.&lt;br /&gt;
Somebody should probably mention in the article that it is advisable to remove rocks from the magma channel to prevent this. [[User:Buckermann|Buckermann]] 11:53, 9 February 2008 (EST)&lt;br /&gt;
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:The floodgate was verified beforehand to have been built, and not simply dropped and forgotten? --[[User:N9103|Edward]] 07:39, 13 February 2008 (EST)&lt;br /&gt;
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::I'm quite sure that it was build, and not just dropped. It was even connected to a lever and was working. For a short time at least... And I'm also quite sure that I used Bauxit mechanism for it. [[User:Buckermann|Buckermann]] 09:53, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::A non-bauxite mech. would be my next point of inquiry, and just to make sure we're not missing the obvious, the floodgate itself was magma-proof? --[[User:N9103|Edward]] 04:14, 14 February 2008 (EST)&lt;br /&gt;
::::Yes, the floodgate too was made of Bauxit, and it is still visible in my magma silo. ([http://i162.photobucket.com/albums/t243/TaBu-NiW/magmachamber.png?t=1203005405 Link to image]) [[User:Buckermann|Buckermann]] 11:11, 14 February 2008 (EST)&lt;br /&gt;
:::::Can you reproduce this? [[User:VengefulDonut|VengefulDonut]] 12:21, 14 February 2008 (EST)&lt;br /&gt;
::::::No. I tried a few times to reproduce this, but never succeeded. Probably I just forgot to use bauxit mechanism the first time. Though, I would have sworn that I did. [[User:Buckermann|Buckermann]] 20:14, 8 March 2008 (EST)&lt;br /&gt;
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== No Access ==&lt;br /&gt;
&lt;br /&gt;
I dug a diagonal tunnel towards a water source and I wanted to put a floodgate inside it - and one on the end where my farm will be - to create a reservoir.  But I get the message, &amp;quot;no access&amp;quot; when I try to build the floodgate inside the tunnel.  Apparently floodgates can only be placed when there is horizontal or vertical access to the square?  (I planned to connect a lever to it so I don't need to stand next to it.)&amp;lt;br /&amp;gt;&lt;br /&gt;
That does indeed seem to be the case.  I was able to place one in the middle of a horizontal tunnel but not in a diagonal one.  I dug an extra square (ruining my perfect symmetry with an ugly dogleg :)) and was able to put the floodgate inside my diagonal tunnel.  --[[User:Danny Rathjens|Danny Rathjens]] 01:15, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== bug? ==&lt;br /&gt;
&lt;br /&gt;
i wanted to water some rock below my fortress with the water from my moat, so i built a setup like this:&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;gt; .    surface level -1&amp;lt;br&amp;gt;&lt;br /&gt;
..x.&amp;lt;br&amp;gt;&lt;br /&gt;
..~.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
.&amp;lt; x   surface level -2&amp;lt;br&amp;gt;&lt;br /&gt;
....&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
basically, the idea was that the area between the floodgates on the top level would fill with water, BUT while the top two were open, the bottom one would be closed. so i hooked up the top two to a lever, pulled it, built the third floodgate, linked that to the lever. so now my top two gates are open, and the bottom one closed. this would make sure that only the amount of water i wanted would go onto my plot. however, when i next pulled the lever, the top two closed, but the bottom one didnt open. i pulled it again and all 3 opened. so dont go doing this yourself, use two levers instead of 1. [[User:Twiggie|Twiggie]] 12:09, 16 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::This is intended. Levers have an &amp;quot;on&amp;quot; and an &amp;quot;off&amp;quot; state. Pulling them switches the lever state and updates all connected constructions to the new state. --[[User:Doniazade|Doniazade]] 12:47, 16 May 2008 (EDT)&lt;br /&gt;
::use a pressure plate to cut off the area you don't want flooded beyond a certain depth.[[User:GarrieIrons|GarrieIrons]] 03:23, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A Question on Flow and Floodgates ==&lt;br /&gt;
&lt;br /&gt;
So I had my two-[[floodgate]] system for letting [[magma]] into the trench below my smelting and forging rooms, each floodgate hooked up to a separate [[lever]]. The 'downstream' gate was right next to the [[ramp]] down which the magma was meant to [[flow]]. The upstream floodgate worked fine, and the magma went into the trench fine, but when I attempted to close the downstream gate, it re-appeared at the bottom of the channel. Was it swept away by the flow as it was trying to close? What happened there? --[[User:Zombiejustice|Zombiejustice]] 19:21, 11 June 2008 (EDT)&lt;br /&gt;
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:What material was the floodgate made out of? What material were the mechanisms made out of? It seems that the magma melted something and deconstructed the floodgate. --[[User:Savok|Savok]] 20:36, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It looks like this was answered higher on this page: The floodgate was made of bauxite, but the mechanism was not and must have melted once the gate was opened. Should really have seen that coming, I guess. Well, only a few rooms are full of magma, I'm sure it'll cool in a month or two. Lesson learned. --[[User:Zombiejustice|Zombiejustice]] 22:19, 11 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Placement and seeing it work ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure if my flood gate is working. Once you place it, is it able to block water already or only after you connect a lever and pull it? It doesn't move in the z-axis? I'm not sure if it goes up or down from placement like if I had to dig and extra level down below them in order to get it move. I'm sure it just blocks one z-level of water right?--[[User:Seaneat|Seaneat]] 10:18, 4 July 2008 (EDT)&lt;br /&gt;
:They start working as soon as they're built. They block water and dwarves, which can lead to a dwarf being trapped behind the floodgate until you ''very quickly'' get another dwarf to built a lever, connect it to the floodgate, and pull it, to open the floodgate. When they're opened, like bridges, they don't occupy a different z-level position - they just disappear. It only blocks one z-level of water, yes. --[[User:AlexChurchill|AlexChurchill]] 12:39, 4 July 2008 (EDT)&lt;br /&gt;
::Well - they are &amp;quot;1 square wide&amp;quot;. Nobody ever said the open part of a floodgate is the full 1-square wide, but they don't show up when opened.&lt;br /&gt;
::Maybe there should be a tile for an open floodgate which shows posts on both sides and an opening in the middle. But then you would need to &amp;quot;orient&amp;quot; the floodgate.&lt;br /&gt;
::My guess for a rock one: a ten foot (square) by two foot slab of rock that pivots centrally when opened. So when open it's still there in the middle of the tile, just oriented to let the fluid move through.&lt;br /&gt;
::[http://www.dpi.nsw.gov.au/agriculture/resources/soils/ass/leaflet/6 Look here] for some pictures of low-tech real-world ones - I'm sure the dwarves build ones which are pretty similar, just they use rock instead of concrete.[[User:GarrieIrons|GarrieIrons]] 03:20, 6 July 2008 (EDT)&lt;br /&gt;
:::And for &amp;quot;tidal floodgates&amp;quot; that link contains the following disadvantage:&lt;br /&gt;
::::''Disadvantages: There is a minor risk of being jammed open (as with normal gates). May require a new gate to be made in some cases.''&lt;br /&gt;
:::So don't be too hard on your dwarves building floodgates that can't handle high temperatures, us humans can't even get it right (low-tech) with just water![[User:GarrieIrons|GarrieIrons]] 03:31, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::A pivoting slab (basically a giant butterfly valve) sounds like a good idea, but it wouldn't match the behavior of floodgates in the game. I routinely use a row of three floodgates as my fortress' main entrance, left open by default. Since caravan wagons can pass through when open there can't be any obstructions in those three squares, so I assume the floodgates must operate like vertical sliding sluice gates instead. [[User:Bryan Derksen|Bryan Derksen]] 04:34, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Advantage over doors?  ==&lt;br /&gt;
&lt;br /&gt;
Aside from being able to make them wider than two tiles, is there any reason to use a floodgate rather than a (stone) door? The floodgates take longer to open and close, and block dwarves from whatever they desperately want that's always behind them... --[[User:Azaram|Azaram]] 01:39, 1 December 2008 (EST)&lt;br /&gt;
:Desire for authenticity and/or accuracy generally. Basically, a fair amount of people feel that doors shouldn't be as good as floodgates for holding back the waters. And Toady has said that this will be fixed in a later release. -[[User:Fuzzy|Fuzzy]] 08:49, 1 December 2008 (EST)&lt;br /&gt;
:Can floodgates be smashed by megabeasts as doors can?  That might be another reason. --[[User:Aristoi|Aristoi]] 20:00, 4 January 2009 (EST)&lt;br /&gt;
::Yeah. They can. --[[User:GreyMario|GreyMaria]] 20:59, 4 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Materials to build a Floodgate ==&lt;br /&gt;
&lt;br /&gt;
Hello everybody, shouldn't be there a list of the needed components to build a floodgate? Chris &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Sherelian|Sherelian]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:*10 seconds- time taken to look for floodgate jobs in the manager's job queue. (u&amp;gt;m&amp;gt;q&amp;gt;floodgate)&lt;br /&gt;
:*1 minute- time taken to copypaste and adjust identical sentence from [[door]].&lt;br /&gt;
:*50 seconds- time taken to find out who you *actually* are and sign your comment for you.&lt;br /&gt;
:*1 minute- time taken to give you a response.&lt;br /&gt;
:*3 minutes- time I donated to your life. Hope you enjoy it! --[[User:N9103|Edward]] 18:01, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Atomsmasher Floodgates? ==&lt;br /&gt;
Can I kill goblins if i trap them on an open floodgate and then close it? [[User:Gnarker|Gnarker]] 16:30, 3 June 2009 (EST)&lt;br /&gt;
:I believe that it will just block the floodgate from closing. So, anything can block a floodgate, even a butterfly corpse.--[[User:Smjjames|Smjjames]] 15:35, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Gnarker&amp;diff=49295</id>
		<title>User talk:Gnarker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Gnarker&amp;diff=49295"/>
		<updated>2009-06-03T15:31:24Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Putting my mispost on the userpage to usertalk.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stone &amp;amp; veins ==&lt;br /&gt;
&lt;br /&gt;
 (Veins) average at least 100 stones each, but veins with over 200 stones have been found, too. &lt;br /&gt;
Hi. What makes you say that the average is ''over'' 100 stones? And are you sure your 200 stone vein was not two veins combined, as shown on the main [[vein]]s page?--[[User:Albedo|Albedo]] 15:35, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:At first, i have never been saying, that the average is over 100 stones. But frankly, i don´t know, how you say that in English, but i translated, what i would say in German. And the 200 stones vein looks quite like one for me.[[User:Gnarker|Gnarker]] 19:18 CEST/17:18 UTC, 29 May 2009&lt;br /&gt;
&lt;br /&gt;
::German/English can be close but not always. If you say &amp;quot;at least&amp;quot;, that means the average is &amp;quot;that number ''or more''&amp;quot; - so, I'm asking if you've seen evidence that the average &amp;quot;could be more&amp;quot;, which is what your statement implies.  If not, then it should be reverted to just &amp;quot;average about 100&amp;quot;.&lt;br /&gt;
::As to the vein... if you say so. But your vein could be two veins that are end-to-end. 200 seems very, ''very'' large for one vein - but I'll admit I don't know what the limit is, or if there is one.--[[User:Albedo|Albedo]] 17:35, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Actually it´s around 220-230. But it´s regardless. To 'at least', i meant, in the most cases it´s 'that number or more'. And i lookedfor the meaning of average after i wrote that. [[User:Gnarker|Gnarker]] 19:40 CEST/17:40 UTC, 29 May 2009&lt;br /&gt;
&lt;br /&gt;
== Mispost in Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I'm guessing you meant to post in the discussion section of that article rather than the article page. To answer that, anything standing on or otherwise occupying the floodgate tile when it's open will stop it from closing. --[[User:Smjjames|Smjjames]] 14:22, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49438</id>
		<title>User:Gnarker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49438"/>
		<updated>2009-06-03T15:30:08Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: mispost of my own, sorry :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49437</id>
		<title>User:Gnarker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49437"/>
		<updated>2009-06-03T14:22:51Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mispost in Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I'm guessing you meant to post in the discussion section of that article rather than the article page. To answer that, anything standing on or otherwise occupying the floodgate tile when it's open will stop it from closing. --[[User:Smjjames|Smjjames]] 14:22, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49436</id>
		<title>User:Gnarker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Gnarker&amp;diff=49436"/>
		<updated>2009-06-03T14:21:53Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Created page with ' == Mispost in Floodgates ==  I'm guessing you meant to post in the discussion section of that article rather than the article page.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Mispost in Floodgates ==&lt;br /&gt;
&lt;br /&gt;
I'm guessing you meant to post in the discussion section of that article rather than the article page.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11958</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11958"/>
		<updated>2009-06-03T14:19:30Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Mispost I guess?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]].&amp;lt;br&amp;gt;&lt;br /&gt;
They can be built from [[rock]] (at a [[mason's workshop]]), [[wood]] (at a [[carpenter's workshop]]), [[metal]] (at a [[metalsmith's forge]]), or [[glass]] (at a [[glass furnace]]).&amp;lt;br&amp;gt;&lt;br /&gt;
== Placement ==&lt;br /&gt;
Floodgates must be built on solid [[floor]] (i.e. not over a channel). Dwarves must be able to stand orthogonally to the floodgate in order to build it. In order to control a vertical water flow, a solution is to build the floodgate on a constructed [[wall]], and then remove the wall.&lt;br /&gt;
&lt;br /&gt;
Floodgates generally have to be built prior to flooding the area (obvious for [[magma]], isn't it?) but can still be built at a [[water]] level of 1/7.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate nor above an incoming water flow that comes from a source with higher elevation, the water can spill over the floodgate. See the [[pressure]] article for more information.&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] often like to stand on the wrong side of the floodgate they are constructing so that they may conveniently decline any subsequent labor. They'll sit there with their feet propped up on a conveinent rock, twiddling their thumbs until such time as the floodgate is opened mechanically or deconstructed. To avoid this situation you should build something on the tile you ''don't'' want them to stand on, &amp;lt;tt&amp;gt;Suspend&amp;lt;/tt&amp;gt; its construction until the floodgate is complete, and &amp;lt;tt&amp;gt;Cancel&amp;lt;/tt&amp;gt; its construction when you're finished.&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed &amp;lt;s&amp;gt;remotely&amp;lt;/s&amp;gt; at all. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
Once activated, it will take approximately 100 steps for the floodgate to open or close: the same as [[bridge]]s.&lt;br /&gt;
&lt;br /&gt;
== Floodgates vs Magma ==&lt;br /&gt;
Closed floodgates of any material will resist magma, much like constructed [[wall]]s. However, once a [[magma]] floodgate is opened, the magma will flow though and destroy:&lt;br /&gt;
* the floodgate itself if it was not made of [[magma-safe materials]].&lt;br /&gt;
* the [[mechanism]] if it was not made of [[magma-safe materials]] ([[bauxite]] or [[raw adamantine]]), thus deconstructing the floodgate.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
A water floodgate connected to a [[river]] can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting [[mud]] can be used for [[underground]] [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
A floodgate can also be used to cover [[fortification]]s when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your [[marksdwarf]]s arrive at the fortification one at a time.&lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows [[channel]]s wider than two squares to be regulated. This characteristic also permits for the construction of &amp;quot;siege doors&amp;quot;, allowing areas wider than two tiles to be sealed off from the enemy. For instance, the three tile wide access point for a [[Trade Depot]] within the fortress can be closed down into a chokepoint with floodgates and a lever, giving your marksdwarves more of a chance to shoot invaders.&lt;br /&gt;
&lt;br /&gt;
Using floodgates to halt or reroute enemies must be planned carefully, as large creatures such as [[Troll]]s can destroy floodgates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2072</id>
		<title>40d Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2072"/>
		<updated>2009-06-03T14:16:58Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: signature, heh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Smjjames|Smjjames]] 17:42, 11 May 2009 (UTC)Yes, I know it's not very helpful yet, but I noticed the change to Mirthful / Joyous Wilds and thought there might be other changes, and reeeeally want to get back to finding a spot for my new fortress. Have fun! [[User:Alfador|Alfador]] 20:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So... what's the real difference between good and evil alignments? I mean, they alter the wildlife, sure. But it makes it sound like there's a whole &amp;quot;good versus evil&amp;quot; thing going on. --[[User:Penguinofhonor|Penguinofhonor]] 20:07, 14 November 2007 (EST)&lt;br /&gt;
:At the moment, there isn't a real difference except to alter the wildlife. Admittedly, the wildlife in evil areas DOES tend to be meaner, like undead versions of normal animals, and goblin towers, and the like. But good areas can be plenty hostile too--those unicorns are BASTARDS. --[[User:Alfador|Alfador]] 12:01, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Evil alignment == phantom spider silk, but also hard monsters immune to internal damage. Good alignment == best alcohol EVER, but also unicorns, which appear in pretty big groups. --[[User:Someone-else|Someone-else]] 17:28, 23 April 2008 (EDT)&lt;br /&gt;
::But the elves will bring sun berries, though...! --[[User:GreyMario|GreyMario]] 17:33, 23 April 2008 (EDT)&lt;br /&gt;
:::They might not grow outside of good areas because its out of biome, but I haven't tried.  --[[User:Squirrelloid|Squirrelloid]] 12:47, 24 April 2008 (EDT)&lt;br /&gt;
::::I've grown elf-provided sunberries in an Untamed Wilds (neutral savage) [[User:Anydwarf|Anydwarf]] 14:06, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redundant page ==&lt;br /&gt;
&lt;br /&gt;
Some of this material should be merged into [[location]]; the rest is redundant with [[biome]].--[[User:Maximus|Maximus]] 22:38, 7 January 2008 (EST)&lt;br /&gt;
* The [[alignment]]/[[surroundings]] chart doesn't appear anywhere else. I think the wiki needs more information on the distinctions.&lt;br /&gt;
&lt;br /&gt;
== What do they mean ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.&amp;quot; You don't say, things freeze when its cold and theres less water in the heat. A suggestion, how about the specifics associated with these things, how often will the water freeze in a Cold or Freezing region, when don't rivers or brooks freeze (I was quite surprised to find the brook in my Temperate region which has a Cold neighbor not freezing ever). How specifically do these affect the player. Can you not leave the cave in winter in some climates (as I remember in the version I used to play) at all or is there an amount of time that dwarves can spend outside and then they freeze? Why was this site more informative over a year ago than it is now?&lt;br /&gt;
Oh and the suggestions extend to other things than the temperature, what the hell does evil mean, or wilderness or Joyous, do I have to go looking through ever specific animal file to find what is where? Tree abundance in rough numbers to match the generic terms, same for plants.&lt;br /&gt;
Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:36, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Region Effects ==&lt;br /&gt;
&lt;br /&gt;
We definitely need more verboseness on the effects of various region types.  Perhaps it'd be best to merge this with the [[location]] article, but it took me about 2 weeks of playing and randomly clicking around the wiki before I finally got a good handle on what was so awful about Evil regions.  Some extra verbosity about alignment effects would be good.  To recap for people who don't know, it chiefly affects the fauna: many creatures only show up in specific alignments.  It also has an effect on the flora, too, (sunberries grow wild only in Good zones), but this is not as pronounced.&lt;br /&gt;
&lt;br /&gt;
--[[User:ThunderClaw|ThunderClaw]] 12:30, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not to nitpick, but verbosity per se is definately not what is needed.  More information is definately welcome!--[[User:Jpwrunyan|Jpwrunyan]] 18:45, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Desert Ocean Haunted ==&lt;br /&gt;
&lt;br /&gt;
I have been consistently getting a huge portion of the world map that I assume were intended to be oceans but contain no water, just sand.  They are also consistently &amp;quot;Haunted.&amp;quot;  This may actually be common, but for me these regions have only been a recent occurrence.  The only variables I do modify in my gen involve the number of volcanoes and the minimum volcanism value. --[[User:FJH|FJH]] 22:11, 1 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
The sand icon is similar to the ocean icon.  The difference i believe is that water is ~ and not a double squiggly, whereas deserts are double squigglies (like magma pools vs. pipes).  --[[User:Squirrelloid|Squirrelloid]] 00:56, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, this was mostly the Guybrush tileset messing with me (same tile pattern for both deserts and oceans).  However, the reason I said these were &amp;quot;sand oceans&amp;quot; is because the first one I embarked upon was desert.  I just wrote the subsequent map regions I encountered off as deserts, and didn't check.  The first may have been the only bugged region.  I gen'd a couple of maps and the respective region was ocean, as proper.  If the problem ever reproduces I'll submit a bug report. --[[User:FJH|FJH]] 18:35, 12 March 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No tropical biome/oceans? ==&lt;br /&gt;
&lt;br /&gt;
I haven't really seen any biomes labelled tropical (land or ocean) in my world generations. I don't know whether there is a bug or I'm just not looking hard enough. I just would like to be able to run into some of those tropical biome only creatures. I know they exist since I've seen traders have bins made from tropical wood (Kapok for example) and the occasional tropical animal, usually its meat.--[[User:Smjjames|Smjjames]] 17:42, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They exist, but i have had large maps where i couldn't find a single tropical region/biome too. Try to use the finder for a hot region with lots of rain and trees --[[User:Höhlenschreck|Höhlenschreck]] 20:47, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a bit of an old post, heh. I asked on the forums and they said to use large maps as for some reason they don't show up very well or maybe as a thin line along the top or bottom with medium maps. Also, the worldgen settings could have done that if you set the rain/temperature lower and preventing tropical biomes from forming at all.--[[User:Smjjames|Smjjames]] 14:16, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2071</id>
		<title>40d Talk:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Region&amp;diff=2071"/>
		<updated>2009-06-03T14:16:35Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Smjjames|Smjjames]] 17:42, 11 May 2009 (UTC)Yes, I know it's not very helpful yet, but I noticed the change to Mirthful / Joyous Wilds and thought there might be other changes, and reeeeally want to get back to finding a spot for my new fortress. Have fun! [[User:Alfador|Alfador]] 20:58, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So... what's the real difference between good and evil alignments? I mean, they alter the wildlife, sure. But it makes it sound like there's a whole &amp;quot;good versus evil&amp;quot; thing going on. --[[User:Penguinofhonor|Penguinofhonor]] 20:07, 14 November 2007 (EST)&lt;br /&gt;
:At the moment, there isn't a real difference except to alter the wildlife. Admittedly, the wildlife in evil areas DOES tend to be meaner, like undead versions of normal animals, and goblin towers, and the like. But good areas can be plenty hostile too--those unicorns are BASTARDS. --[[User:Alfador|Alfador]] 12:01, 18 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Evil alignment == phantom spider silk, but also hard monsters immune to internal damage. Good alignment == best alcohol EVER, but also unicorns, which appear in pretty big groups. --[[User:Someone-else|Someone-else]] 17:28, 23 April 2008 (EDT)&lt;br /&gt;
::But the elves will bring sun berries, though...! --[[User:GreyMario|GreyMario]] 17:33, 23 April 2008 (EDT)&lt;br /&gt;
:::They might not grow outside of good areas because its out of biome, but I haven't tried.  --[[User:Squirrelloid|Squirrelloid]] 12:47, 24 April 2008 (EDT)&lt;br /&gt;
::::I've grown elf-provided sunberries in an Untamed Wilds (neutral savage) [[User:Anydwarf|Anydwarf]] 14:06, 24 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redundant page ==&lt;br /&gt;
&lt;br /&gt;
Some of this material should be merged into [[location]]; the rest is redundant with [[biome]].--[[User:Maximus|Maximus]] 22:38, 7 January 2008 (EST)&lt;br /&gt;
* The [[alignment]]/[[surroundings]] chart doesn't appear anywhere else. I think the wiki needs more information on the distinctions.&lt;br /&gt;
&lt;br /&gt;
== What do they mean ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.&amp;quot; You don't say, things freeze when its cold and theres less water in the heat. A suggestion, how about the specifics associated with these things, how often will the water freeze in a Cold or Freezing region, when don't rivers or brooks freeze (I was quite surprised to find the brook in my Temperate region which has a Cold neighbor not freezing ever). How specifically do these affect the player. Can you not leave the cave in winter in some climates (as I remember in the version I used to play) at all or is there an amount of time that dwarves can spend outside and then they freeze? Why was this site more informative over a year ago than it is now?&lt;br /&gt;
Oh and the suggestions extend to other things than the temperature, what the hell does evil mean, or wilderness or Joyous, do I have to go looking through ever specific animal file to find what is where? Tree abundance in rough numbers to match the generic terms, same for plants.&lt;br /&gt;
Forgot me tag --[[User:Lowlandlord|Lowlandlord]] 01:36, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Region Effects ==&lt;br /&gt;
&lt;br /&gt;
We definitely need more verboseness on the effects of various region types.  Perhaps it'd be best to merge this with the [[location]] article, but it took me about 2 weeks of playing and randomly clicking around the wiki before I finally got a good handle on what was so awful about Evil regions.  Some extra verbosity about alignment effects would be good.  To recap for people who don't know, it chiefly affects the fauna: many creatures only show up in specific alignments.  It also has an effect on the flora, too, (sunberries grow wild only in Good zones), but this is not as pronounced.&lt;br /&gt;
&lt;br /&gt;
--[[User:ThunderClaw|ThunderClaw]] 12:30, 22 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Not to nitpick, but verbosity per se is definately not what is needed.  More information is definately welcome!--[[User:Jpwrunyan|Jpwrunyan]] 18:45, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Desert Ocean Haunted ==&lt;br /&gt;
&lt;br /&gt;
I have been consistently getting a huge portion of the world map that I assume were intended to be oceans but contain no water, just sand.  They are also consistently &amp;quot;Haunted.&amp;quot;  This may actually be common, but for me these regions have only been a recent occurrence.  The only variables I do modify in my gen involve the number of volcanoes and the minimum volcanism value. --[[User:FJH|FJH]] 22:11, 1 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
The sand icon is similar to the ocean icon.  The difference i believe is that water is ~ and not a double squiggly, whereas deserts are double squigglies (like magma pools vs. pipes).  --[[User:Squirrelloid|Squirrelloid]] 00:56, 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:Okay, this was mostly the Guybrush tileset messing with me (same tile pattern for both deserts and oceans).  However, the reason I said these were &amp;quot;sand oceans&amp;quot; is because the first one I embarked upon was desert.  I just wrote the subsequent map regions I encountered off as deserts, and didn't check.  The first may have been the only bugged region.  I gen'd a couple of maps and the respective region was ocean, as proper.  If the problem ever reproduces I'll submit a bug report. --[[User:FJH|FJH]] 18:35, 12 March 2009&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== No tropical biome/oceans? ==&lt;br /&gt;
&lt;br /&gt;
I haven't really seen any biomes labelled tropical (land or ocean) in my world generations. I don't know whether there is a bug or I'm just not looking hard enough. I just would like to be able to run into some of those tropical biome only creatures. I know they exist since I've seen traders have bins made from tropical wood (Kapok for example) and the occasional tropical animal, usually its meat.--[[User:Smjjames|Smjjames]] 17:42, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They exist, but i have had large maps where i couldn't find a single tropical region/biome too. Try to use the finder for a hot region with lots of rain and trees --[[User:Höhlenschreck|Höhlenschreck]] 20:47, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This is a bit of an old post, heh. I asked on the forums and they said to use large maps as for some reason they don't show up very well or maybe as a thin line along the top or bottom with medium maps. Also, the worldgen settings could have done that if you set the rain/temperature lower and preventing tropical biomes from forming at all.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46134</id>
		<title>40d Talk:Biome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Biome&amp;diff=46134"/>
		<updated>2009-06-03T14:10:06Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How do the stuff you can search for (rainfall, drainage, etc) interact with what biomes form in a region? [[User:Random832|Random832]] 01:46, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Very good question.  I want lots and lots of forests in my worlds because I like elephants &amp;lt;small&amp;gt;for their big droopy asses&amp;lt;/small&amp;gt;.--[[User:Maximus|Maximus]] 04:22, 21 November 2008 (EST)&lt;br /&gt;
::Apparently, every biome has some combintions of parameters valis. For example: low rainfall + high drainage = desert, and so on... But we need to gather complete list. Worldgen cookbook is a good place to search for info already known. &amp;lt;small&amp;gt;and we can ask Toady&amp;lt;/small&amp;gt;--[[User:Dorten|Dorten]] 06:45, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== From the forums ==&lt;br /&gt;
&lt;br /&gt;
Hello again.&lt;br /&gt;
&lt;br /&gt;
Since it took me some time to figure these out, im posting them for everyone to save their time. Biome names are taken from wiki by comparing with map legend from here: http://www.dwarffortresswiki.net/index.php/Map_legend , although there seem to be some discrepancies.&lt;br /&gt;
&lt;br /&gt;
Sav and Volc are irrelevant to biomes in world editor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By elevation:&lt;br /&gt;
&lt;br /&gt;
  Water&lt;br /&gt;
Elevation: 1 - 99&lt;br /&gt;
&lt;br /&gt;
  Low Mountain&lt;br /&gt;
Elevation: 300 - 332&lt;br /&gt;
&lt;br /&gt;
  Mountain&lt;br /&gt;
Elevation: 333 - 365&lt;br /&gt;
&lt;br /&gt;
  High mountain&lt;br /&gt;
Elevation: 366 - 400&lt;br /&gt;
&lt;br /&gt;
Everything else&lt;br /&gt;
Elevation: 100 - 299&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By rain/drain:&lt;br /&gt;
&lt;br /&gt;
  Hill&lt;br /&gt;
Rain: 10 - 66&lt;br /&gt;
Drain: 50 - 100&lt;br /&gt;
&lt;br /&gt;
  Sand Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
  Rock Desert&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands A&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 50 - 65&lt;br /&gt;
&lt;br /&gt;
  Desert Badlands B&lt;br /&gt;
Rain: 0-9&lt;br /&gt;
Drain: 66 - 100&lt;br /&gt;
&lt;br /&gt;
Second Desert Badlands biome (per wiki), occupying higher drain areas&lt;br /&gt;
&lt;br /&gt;
  Grassland&lt;br /&gt;
Rain: 10-19&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Savanna&lt;br /&gt;
Rain: 20-32&lt;br /&gt;
Drain: 0-49&lt;br /&gt;
&lt;br /&gt;
  Marsh&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
The character is darker than marsh in wiki map legend and matches that of a swamp instead, but on wiki both marsh and savanna have the same characters, so im guessing this one actually is marsh.&lt;br /&gt;
&lt;br /&gt;
  Shrubland&lt;br /&gt;
Rain: 33-65&lt;br /&gt;
Drain: 33-49&lt;br /&gt;
&lt;br /&gt;
  Swamp&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 0-32&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(conifer icon, probably means temperate)&lt;br /&gt;
Rain: 66-100&lt;br /&gt;
Drain: 33-100&lt;br /&gt;
&lt;br /&gt;
Forest becomes Broadleaf in high temperatures, which makes it the only biome in world editor that is dependant on temperature. Im guessing that the character for Conifer actually serves for temperate conifer and broadleaf, and the broadleaf icon means tropical broadleaf forest, because thats what the rain/temp/drain stats suggest, and otherwise there would be no differentiation between temperate and tropical.&lt;br /&gt;
&lt;br /&gt;
  Forest&lt;br /&gt;
(broadleaf icon, probably means tropical)&lt;br /&gt;
Temperature: ~ 60-75 (varies a bit for different drain values) --[[User:Dorten|Dorten]] 07:34, 21 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I added this info to the page, but I notice there seem to be missing ranges; what happens if rainfall is 0-65 and drainage is 50-100?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 22:07, 28 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Biomes and stone layers ==&lt;br /&gt;
&lt;br /&gt;
 Biomes have no relation to the [[stone]] [[layer]](s) that lie below them, beyond the first (which is often a type of [[soil]].&lt;br /&gt;
:How sure are we about this? [[User:VengefulDonut|VengefulDonut]] 12:26, 3 June 2009 (UTC)&lt;br /&gt;
:: I haven't seen any correlation between rock layers and biomes. Other than granite which is often the base of mountains and is more common there. There are a few soil types that are found only in the ocean, but those are normally never encountered unless you extend your embarkation zone way out to sea.--[[User:Smjjames|Smjjames]] 14:10, 3 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36119</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36119"/>
		<updated>2009-05-29T12:35:04Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive|&lt;br /&gt;
# The [[Talk:Trading/Talk Caravan|talk page]] from Caravan, which wasn't merged properly at the time.&lt;br /&gt;
# The [[Talk:Trading/archive1|first archive]] of Talk:Trading.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
::I am quite sure that &amp;quot;culling on mandates: on&amp;quot; hides all bins containing items which have active Noble Export Bans. [[User:Samyotix|Samyotix]] 09:16, 13 November 2008 (EST)&lt;br /&gt;
:::I made a &amp;quot;trading color cues&amp;quot; subsection.  This should cover relevant info about mandates and other things.  --[[User:Shurikane|Shurikane]] 22:07, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; width=400|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
:Ask and ye shall receive (see right, editable at [[Trading/Flowchart]]). --[[User:Juckto|juckto]] 08:46, 6 May 2008 (EDT) &lt;br /&gt;
'''Re: Adeptable's changes'''&amp;lt;br&amp;gt;I don't think the third branch is neccesary. For one, it makes it seem too wide, and secondary it implies that turning off the trader's labours ''all the time'' means that trading will happen faster - almost as if it will make merchants arrive more often. --[[User:Juckto|juckto]] 23:36, 2 August 2008 (EDT)&lt;br /&gt;
:I'd add retrieving empty bins to the bottom so that you don't end up with empty bins sitting at the depot.  When stockpiles are crowded you'll need them to deal with the sudden influx of goods.  (Never give away bins!)  I bow to your wiki-fu, I simply could not edit your flowchart...  --[[User:Corona688|Corona688]] 14:15, 3 December 2008 (EST)&lt;br /&gt;
::Yeah, it's a bit tricky I guess. It's all in the colspan :p. But, ahhh, how do you retreive them? I thought dwarves would automatically fetch empty bins from the depot if they needed them, just like fetching them from any other location. --[[User:Juckto|juckto]] 18:31, 3 December 2008 (EST)&lt;br /&gt;
:::Ack, somehow didn't see this.  Empty bins will still show up as Trading in the bring goods to depot menu, unmark them and your dwarves will haul them back to where they're needed.  --[[User:Corona688|Corona688]] 02:13, 7 January 2009 (EST)&lt;br /&gt;
::::Surely the bins' &amp;quot;Trading&amp;quot; status disappears after the Trader leaves? I mean, I've never noticed them as still being marked for &amp;quot;Trading&amp;quot; when the next caravan arrives next season. --[[User:Juckto|juckto]] 22:08, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How many wagons? ==&lt;br /&gt;
&lt;br /&gt;
I don't think I've ever seen more than 8 wagons in a given caravan. Is that the limit? Has anyone ever seen more than 8?--[[User:Maximus|Maximus]] 03:01, 9 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mass selection of goods to be moved ==&lt;br /&gt;
&lt;br /&gt;
Question: Is there a way to designate multiple goods in one selection to be brought to the depot? &lt;br /&gt;
&lt;br /&gt;
I'm getting really tired of indivually selecting goods to be moved to the depot when I have massive amounts of crafts, food, etc. So is anyone familiar with ways to select multiple goods at once? Maybe a &amp;quot;start&amp;quot; and &amp;quot;end&amp;quot; tags (for lack of a better name) and every good caught inbetween is designated to be moved to the depot? -- [[User:Dakira|Dakira]] 14:47 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:Nope. About the best you can do is use the select (search) menu to get all the ones of the type you want, then enter-down-enter-down. You can flag about 200 a minute this way, though.--[[User:Maximus|Maximus]] 19:17, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I was doing previously. Are there any plans for a &amp;quot;mass selector&amp;quot; to be introduced? -- [[User:Dakira|Dakira]] 16:50 10 November 2008 (PST)&lt;br /&gt;
&lt;br /&gt;
:::Not that I know of. Make a feature request on the [http://www.bay12games.com/forum/index.php forums].--[[User:Maximus|Maximus]] 20:05, 10 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::AFAIK, there is no good way to do this from the trade screen, which is why it's important to set up custom stockpiles and have plenty of bins. Man, I really wish you could make bins out of stone.&lt;br /&gt;
:::::Auto Hotkey thingy. Heard it works wonders. Never tried it though.--[[User:Zchris13|Zchris13]] 15:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merchant moods ==&lt;br /&gt;
&lt;br /&gt;
My fortress hadn't been doing too well, but I didn't know it was so bad it could affect merchants... and their pack animals. As the last merchant was about to leave the map, he suddenly went berserk and was cut down by his bodyguard, who then fled the scene. Shortly thereafter, I recieved a message that the donkey had been stricken by melacholy. Has anyone else had this happen?&lt;br /&gt;
&lt;br /&gt;
:They usually eventually go nuts if they can't leave for some reason. Never heard of something like what you're describing.--[[User:Maximus|Maximus]] 03:24, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== No more dwarven caravan ==&lt;br /&gt;
&lt;br /&gt;
So. The Dwarven caravan has not come in the past two years. I think, though I am not sure, that this corresponds with when I met the requirements for the Incoming King, though he has not yet seen fit to arrive. I believe I also capped the population sometime in there, but I think it was after the first year of no caravan. I don't recall in any way molesting previous caravans. I needs me some dolomite and steel bars, anyone know what's going on here? --[[User:Zombiejustice|Zombiejustice]] 02:10, 13 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:So. I upper the population cap to encourage some immigration, and after a few seasons, the King showed up with his retinue and the Hammerer, who had apparently died at some point. I re-capped the population, and the caravan came next autumn. Was it the incoming king or the dead hammerer? Did the population cap interfere with the king's arrival? The mystery remains. --[[User:Zombiejustice|Zombiejustice]] 14:59, 2 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm on year 13 of my most recent fortress and the Dwarven caravan declined to show up this year, after 12 years of no problem.  I still don't meet the requirements for the Incoming King.  In a previous game I did meet those requirements, and that did not interfere with the caravan (though the liason stopped letting me place orders once the king arrived).  Anyway, I don't think my current fort has anything in common with what you've described, other than a mysteriously missing caravan after not damaging previous ones. --[[User:Sev|Sev]] 00:52, 7 January 2009 (EST)&lt;br /&gt;
:::It appears my problem was caused by a brief goblin siege that occurred when the caravan was supposed to be showing up. --[[User:Sev|Sev]] 16:48, 26 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== A query from the deleted page Talk:Stealing ==&lt;br /&gt;
&lt;br /&gt;
I've read many times that the traders count their total losses/profits when they leave the edge of the map, so as to make stealing of any sort impossible (to get away with, anyhow). Does this include what the guards are carrying (if they get killed or even just shoot off some bolts)? Or is the &amp;quot;total profit&amp;quot; concept true at all? --[[User:Maximus|Maximus]] 17:07, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that the total profit concept is how it works. The value of everything the traders enter with is subtracted from the value of everything the traders leave with to calculate profit. There's probably something in there to account for the death of (a) trader(s). --[[User:Savok|Savok]] 21:42, 28 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::is this still true?&amp;lt;br&amp;gt;i was unwittingly stealing everything off the merchants via the stocks screen. i dont have any steel yet, as i've not found any flux or iron ore. but every now and again, i noticed i had a bunch of steel/iron weapons/bolts/armo(u)r, so designated it all for melting, etc, etc.. eventually, i chose to 'dump' everything to see where they were getting it, and they were stripping the merchants of all their goods/clothes/everything metal xD  will they come and siege me anytime soon? my army's not ready yet! i do give good profit margins (20%+), but i'm sure the stuff i nick is much more valuable :/   --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I've noticed that starving dwarves appear to be happy to steal food from merchants. I'm running 0.28.181.40d, and, being new to this, almost experienced [[fun]] due to lack of food. The dwarven caravan arrived in the nick of time, and rather to my surprise once they got close a clump of dwarves started hobbling their way over to the caravan. Once they got to it they started following it back to the depot (at full speed, not sure why), and then made off with a plump helmet each once the merchants started unpacking. Obviously food is rather less valuable than steel, but theoretically this too could tip the merchants into loss if you didn't buy much, assuming that profit/loss accounting is done this way. --[[User:Jenesis|Jenesis]] 19:01, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wagon movement ==&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that wagons cannot move diagonally. --[[User:Savok|Savok]] 20:08, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can, it just requires 7 tiles instead of 3 --[[User:Nightwind|Nightwind]] 04:08, 1 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Arrival dates ==&lt;br /&gt;
&lt;br /&gt;
Out of curiosity, has anybody given a closer look at the exact arrival dates of trade caravans?  Do they always arrive at a fixed time, or does it hover inside a certain period during the month or season?  --[[User:Shurikane|Shurikane]] 22:11, 29 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've kept track over about 5 years.  The Dwarf caravans seem to arrive around the 15th or 16th of Limestone and leave about the same time in Sandstone.  The Human caravans seem to arrive around the 12th to 14th of Hematite and leave in Malachite.  I don't have any data yet for the Elves.  Once I get some more data points, I'll edit the wiki to add this info.  --[[User:Mithra|Mithra]] 17:11, 17 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Here I've got elves arriving the 11th of Granite. [[User:Timst|Timst]] 09:14, 3 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wagons and magma==&lt;br /&gt;
A dwarven trade caravan passing over a magma channel on its way to my trade depot recently caught fire. Naturally, this caused lots of [[fun]], but I'm a bit perplexed by it. There was nothing flammable on the bridge - in fact, the magma beneath was 1/7 deep at best - but it looks like the wagons just spontaneously combusted as they passed over the stream. Can anyone confirm that it was the magma that caused this, or were the children just playing with matches again? [[User:Aosher|Aosher]] 08:07, 14 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Caravan Wood Logs ==&lt;br /&gt;
I noticed there was a &amp;quot;verify&amp;quot; next to &amp;quot;carries more wood the less trees you cut down&amp;quot; under the Elven Caravans and am not sure if it is right or not.  Can anyone confirm this?  I have observed the stock of wood brought by the elves in two games as increasing significantly with time.  In one of the games wood was scarce, in the other wood was plentiful but to dangerous to cut down and in both I would consistently buy out all of the wood logs from every caravan.  So I had theorized the increase in the number of logs brought was related to demand conveyed by buying out the stock repeatedly for years.  However, not cutting down trees and buying out all the wood logs would tend to go hand in hand.  Also, to really see a significant increase in a specific item I would need to buy out all the wood stock from a caravan for close several years.  It is possible that both the demand and level of &amp;quot;production&amp;quot; of wood determine how much is brought.  If either is true for wood, then it might be true for other items that Elves bring.  Also, did I format this thing right? --[[User:Pencilinhand|PencilinHand]] 8:47, 23 January 2009 (EST)&lt;br /&gt;
:In my experience it's something more like - the more you have in stock, the less they bring. I was buying out all logs from them, and they brought ~120 logsevery year, and I chopped a lot of trees, but used them fast. Then I built some wooden machinery (axles, windmills), my stocks always showed about 100 logs in them after that, and elves began to bring only about 5 logs...--[[User:Dorten|Dorten]] 04:48, 23 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I did a series of experiments over a period of 3 years in my current fort and can confirm that Dorten is right and my previously stated theories are wrong.  A forts stockpile of wood appears to be the biggest factor in determining how much wood is brought by the elven caravans.  When I had a stockpile of 51 wood logs the elves brought no wood, when I had a stockpile of 0 wood logs they brought 43 wood logs, similar results were observed regardless of if I was cutting down trees during the year(though I did not test any clear cuts).  The other caravans may have brought more wood as well, but further testing is needed before I am confident in that statement, as it may have been caused by offerings/gifts.  --[[User:PencilinHand|PencilinHand]] 17:10, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trade Depot Color==&lt;br /&gt;
I know this doesn't have anything to do with trading, but it is interesting. Since Trade Depots are made out of 3 stones (or logs etc etc), if you combine stones of various colors, what do you get? I tried combining Orthoclase (yellow), Kimberlite (blue) and Olivine (green), and I got a green depot. Then I tried Gabbro (black) and 2 Orthoclase, and the depot was yellow. Kimberlite, Petrified Wood (red) and Olivine, the depot was green. Does anyone know how the color is selected?&lt;br /&gt;
&lt;br /&gt;
:As far as I understand is the last stone for the color (or was it the first one?) --[[User:NobbZ|NobbZ]] 10:50, 23 February 2009 (EST)&lt;br /&gt;
::I'll have to fire up the game again when I get home, but I could have sworn that I've occasionally wound up with two-tone depots when I've used different stones. The main part was one color while the corners were another. But maybe I'm just imagining things. -[[User:Fuzzy|Fuzzy]] 09:49, 5 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== stealing animals ==&lt;br /&gt;
&lt;br /&gt;
One of the objects I happened to cheat the game of was a nickel cage with a dog in it. on the units page, the dog was still shown to belong to the traders. Is there any way to change this? (or at least any [http://www.dwarffortresswiki.net/index.php/Fun fun] to be had from this?)&lt;br /&gt;
&lt;br /&gt;
: What happens when you [[kennel|train]] it into a war dog? or, for that matter, does the game recognize it as an animal that can be [[kennel|tamed]]? --[[User:FJH|FJH]] 15:15, 25 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Buggy behavior with sieges==&lt;br /&gt;
&lt;br /&gt;
In my current game the dwarven caravan arrived, followed immediately by a goblin siege.  I crushed the siege but a couple caravan guards and a pack animal were killed.  A handful of merchants, guards and animals got stuck at the edge of the map, and I never got to trade, even though all the wagons made it safely into the depot. I was however able to make the usual arrangements with the liason.  Then I got the message that the caravan was leaving but they didn't actually go.  Has anyone else experienced anything like this?  Any way to fix it?  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 23:43, 29 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In case something like this happens to anyone else, I found that digging out the area under the stuck merchants and collapsing it fixed the problem.  The survivors started moving off the map and the wagons immediately pulled out of the depot. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:20, 31 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Limited Caravan Accessiblity ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the comments in the section on wagons, I do not believe you can force a caravan to enter the map at a specific point. Running 0.28.181.40d, I build a wall so that there is only one entrance to the map that is accessible to the depot. Humans arrived from another point of the map, and I got the message &amp;quot;Their wagons have bypassed your inaccessible site.&amp;quot; I do see 'Depot accessible' on D. --[[User:Sfogarty|Sfogarty]] 05:49, 10 April 2009 (UTC)&lt;br /&gt;
:As for my experience, game first chooses the side of the map for traders, and then checks if wagons can reach depot. I had to chop trees yearly to keep fortress accessible before I've build a road. However, it can be not side but embarking tile that is chosen before accessibility check, but I haven't done any experiments to validate if it is the case. --[[User:Denspb|Denspb]] 10:19, 10 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lazy dwarves ==&lt;br /&gt;
&lt;br /&gt;
I just had a Human Caravan.&lt;br /&gt;
&lt;br /&gt;
None of my dwarves did anything. Not a single mug or gem or meal was moved to the depot. I had to disable my broker's labours- ALL of his labours- to get him to speak with the diplomat following him about like a lost puppy.&lt;br /&gt;
&lt;br /&gt;
Now, I see a 'priority' setting function in the Manager. Would this be practical or even usable to set Depot requests high?&lt;br /&gt;
&lt;br /&gt;
== Attacked caravan slowed down - bug? ==&lt;br /&gt;
&lt;br /&gt;
All right, I was in my third or so year. Autumn came and the dwarven caravan showed up - along with a Goblin ambush. Naturally the two fought in front of my fortress (with some strategic ranged support from my marksdwarves). Of the three wagons, one was destroyed (phat lewt!). Thing is, once the Goblins were taken out of the pricture one of the wagons moved *very* slowly - slow enough, in fact, that it didn't even get into the trading depot before I got the message that the caravan was going to leave soon. The wagon froze at the edge of the depot, two steps shy of getting into position, and then they both just sat there - I never even got the option to trade with them :-/ Has anyone else encountered a similar issue or did my game just have a bout of cranial flatulence?&lt;br /&gt;
&lt;br /&gt;
: I have seen my caravan ambushed by goblins (killing the ambush) and then retreat... No trade this season. I guess this kind of behaviour should go in the main page [[User:MathFox|MathFox]] 17:43, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== requested items ==&lt;br /&gt;
&lt;br /&gt;
Any time I request specific items... the next caravan turns up with exactly 1 of each item and nothing else.&lt;br /&gt;
&lt;br /&gt;
So I get caravans turning up with a total of say 6 items.&lt;br /&gt;
&lt;br /&gt;
Any suggestions?[[User:GarrieIrons|GarrieIrons]]&lt;br /&gt;
:Not sure. Maybe it depends on the actual availability of said items? In one game where I played in a pretty barren area and I asked my dwarven traders to bring lots of wood and they brought like 60 something of it the next season. When asking for meat, they bring plenty of it as well. What are you trying to request though? I requested some flux stone once and only got 6 flux stone rocks.--[[User:Smjjames|Smjjames]] 12:35, 29 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cheese_maker&amp;diff=15267</id>
		<title>40d:Cheese maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cheese_maker&amp;diff=15267"/>
		<updated>2009-05-28T16:13:03Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: I'm pretty sure Dromedary and Bactrian milk simply refer to which species of camel it originated from. Added a mention though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #770&lt;br /&gt;
| skill      = Cheese Maker&lt;br /&gt;
| speciality = Cheese Maker&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = Cheese Making&lt;br /&gt;
| workshop = [[Farmer's workshop]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make cheese&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Cheese makers''' turn [[Cow]] [[milk]], Camel milk (Both Bactrian and Dromedary camels), and [[Dwarven milk]] into cheese at the [[farmer's workshop]].&lt;br /&gt;
&lt;br /&gt;
Dwarves with the Cheese Making labor enabled will not build a [[farmer's workshop]]; this requires [[Thresher|Processing Plants]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will not turn milk into cheese unless you allow milk to be cooked in the z-status kitchen subscreen.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35152</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35152"/>
		<updated>2009-05-27T01:39:33Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: They are weaker than it says, I've had unarmed foragers take one down easily, and they had no military skill. They certainly had some in the toughness area I'm sure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{CreatureInfo|name=Batman|symbol=b|color={{COLOR:0:0:1}}|butcher=no|bones=4|fat=N/A|skin=N/A|skulls=1|chunks=N/A|meat=N/A|biome=* Subterrenean [[chasm]]|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
Half [[man]], half [[bat]].  These weak [[creatures]] are commonly found around [[chasm]] areas. As a properly-armed [[dwarf]] can easily take them down with sufficient [[armour]]/weapons, they provide good military training. However, an unarmed no-military skilled dwarf can take one down easily without weapons or much armor. Caution is still advised when dealing them in a group at once and near or in the chasm itself as there are more dangerous creatures than Batmen that dwell in them.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Some things to watch out for when dealing with batmen:''&lt;br /&gt;
&amp;lt;br /&amp;gt;They show a preference for working individually, paired up with a different birdman of some type or with [[nightwing]]s.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are most likely to target the dwarf whose &amp;quot;comedian&amp;quot; attribute is at the highest level.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are exceptional detectives: given enough preparation time, they can defeat any foe.&lt;br /&gt;
&amp;lt;br /&amp;gt;Their default identities are a secret.  If you turn this off, their chasm will flood your fortress with [[noble]]s instead.&lt;br /&gt;
&amp;lt;br /&amp;gt;They can breathe in space.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are vengeance, they are the night.  &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BATMAN]&lt;br /&gt;
	[NAME:batman:batmen:batman]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Batman&amp;diff=38121</id>
		<title>40d Talk:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Batman&amp;diff=38121"/>
		<updated>2009-05-27T01:33:08Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Reference ==&lt;br /&gt;
&lt;br /&gt;
I love the last line of this article. I'm wondering if it should stay though... if you don't know what its from, it could lead to a player being terrified of batmen.&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
* Keep it. I re-read it a couple times trying to figure out what the heck it meant, then it clicked and I laughed my ass off and scared the cat. [[User:Borogove|Borogove]] 12:12, 9 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
added a wikipedia link, though it was probably fine without... meh&lt;br /&gt;
-nateaustin&lt;br /&gt;
&lt;br /&gt;
:I put in {{tl|D for Dwarf}}... to at least make it clear that some of the article is ''trying'' to be funny. It misses my funny bone by a wide mark though.[[User:GarrieIrons|GarrieIrons]] 04:37, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It's not even proper for a &amp;quot;D for Dwarf&amp;quot; Article either since except for the one line that people keep replacing, the whole article is standard fact-listing. That line needs to be moved to a separate article where the people who want to &amp;quot;be creative&amp;quot; can go ahead and do so, while the original article remains a standard creature entry. --[[User:N9103|Edward]] 12:09, 1 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: There.  Fixed it so the delineation between the facts and the &amp;quot;facts&amp;quot; is more obvious. Also: Made it funnier.  [[User:Grand Marquis|Grand Marquis]] 21:45, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
&lt;br /&gt;
Do batmen still wield blowguns like in the 2D version?  [[User:Bouchart|Bouchart]] 22:37, 10 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can you Tame them? ==&lt;br /&gt;
&lt;br /&gt;
I just caught a couple in my traps. Can they be tamed? - Kuru Valthaliondil&lt;br /&gt;
* Possibly, but I think not. They appear to be sentient creatures and the code is missing the [PET] and [PET_EXOTIC] tags. --[[User:Metal chao|Metal chao]] 07:03, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
&lt;br /&gt;
My dwarves have been naming the batmen in my chasm... Is there any significance to this? What causes them to do it? &amp;quot;The dwarves have given a resident batman the name ------ -------&amp;quot; I've never seen it before. -[[User:Jebraltix|Jebraltix]] 8:57, Febuary 8 2009 (CST)&lt;br /&gt;
&lt;br /&gt;
:I'm pretty sure that happens if the batman in question has resided in the chasm for enough time. --[[User:Savok|Savok]] 23:25, 8 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm seeing this as well, it's kind of wierd since I haven't seen it elsewhere.--[[User:Smjjames|Smjjames]] 01:33, 27 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22132</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=22132"/>
		<updated>2009-05-26T23:08:53Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
:::This is untrue. I've personally embarked to an area with plenty of wild plants, and it still said &amp;quot;No seeds available&amp;quot;. After gathering some plants, however, and obtaining seeds, this message no longer displayed. [[User:G-Flex|G-Flex]] 13:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:Soils are basically all the same, sandy or otherwise.  They won't collapse any more than rock will.  I believe the ''(color) sand'' soils (and only those soils) are used for glass, which includes white sand. [[User:LegacyCWAL|LegacyCWAL]] 20:26, 15 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Aluminum ==&lt;br /&gt;
&lt;br /&gt;
I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
&lt;br /&gt;
I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;br /&gt;
:I just embarked on a map with hematite in the middle of a bunch of sandy clay, so I added that to the list. Perhaps minerals are just much more rare in soil? [[User:AtomicPaperclip|AtomicPaperclip]] 22:40, 26 May 2009 (UTC)&lt;br /&gt;
::I've seen copper bieng extruded into the soil. This is from a rock portion of a layer to a soil portion rather than completely in the soil. It's probably more common on coastlines since the soil generally goes a few layers deeper and the coastline itself (except for sandy beaches) consists of a thick band of rock. So its possible for metals to go into soil in this way.--[[User:Smjjames|Smjjames]] 23:08, 26 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18850</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18850"/>
		<updated>2009-05-26T20:05:31Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Grammar fixup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Most civilians will not wear armor other than clothing. [[Hunter]]s are the only exception.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/forum/index.php?topic=18021.msg177112#msg177112 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to forbid it or get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the [[armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Dress||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt||10||3/3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||75||50/30|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves||10||60||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Trousers||20||20||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks||10||60||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given [[civilization]] - only those items marked as 'common' for that civilization may be crafted{{version|0.28.181.40d}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. only one plate mail, and no greaves and leggings on top)&lt;br /&gt;
&lt;br /&gt;
For the columns with material types, your dwarf must be set to at least the listed armor level before he or she will put on a piece of armor made from that material.  For instance, dwarves will wear cloth or leather caps at &amp;quot;Clothing&amp;quot; armor level, but must be at &amp;quot;Leather&amp;quot; armor level or better before they will put on a metal cap.&lt;br /&gt;
&lt;br /&gt;
===Weight===&lt;br /&gt;
&lt;br /&gt;
The '''Weight''' figure is not meaningful by itself; items made with different materials can have vastly different weights.  For instance, steel items weigh 7.85 times the listed weight (a steel helm weighs 20 * 7.85 = 157Γ). &lt;br /&gt;
&lt;br /&gt;
Some selected weight multipliers:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| Steel and iron || 7.85&lt;br /&gt;
|-&lt;br /&gt;
| Bronze and bismuth bronze || 8.25&lt;br /&gt;
|-&lt;br /&gt;
| Copper || 8.93&lt;br /&gt;
|-&lt;br /&gt;
| Silver || 10.49&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Most stone || 2.67&lt;br /&gt;
|-&lt;br /&gt;
| Leather || 1.9&lt;br /&gt;
|-&lt;br /&gt;
| Plant cloth || 1.52&lt;br /&gt;
|-&lt;br /&gt;
| Silk cloth || 1.34&lt;br /&gt;
|-&lt;br /&gt;
| Bone and shell || 1.1&lt;br /&gt;
|-&lt;br /&gt;
| Glumprong wood (the heaviest) || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Feather tree wood (the lightest) || 0.1&lt;br /&gt;
|-&lt;br /&gt;
| Tower-cap wood || 0.6&lt;br /&gt;
|-&lt;br /&gt;
| Most other wood || ~0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More weight multipliers can be found in the [[raws]]; the weight multiplier of any given material is its [SOLID_DENSITY] divided by 1000.&lt;br /&gt;
&lt;br /&gt;
===Size and Permit===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn: for each body part, less than ''permit'' worth of ''size'' garments can be worn under the final garment.  (The last garment itself can go over the limit.)&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], the permit of each garment is checked at the time it is put on, which allows you to put on several cloaks (permit 150) on top of several layers of armor.  In [[fortress mode]], the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why [[dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).&lt;br /&gt;
&lt;br /&gt;
Dwarves will only put on the specific level of armor they are told to put on -- unless it is unavailable, in which case they will put on the next-best available armor level.  For instance, if set to &amp;quot;plate&amp;quot;, a dwarf will put on chainmail if no plate is available, or leather armor if neither chain nor plate is available.  &lt;br /&gt;
&lt;br /&gt;
Dwarves will also not remove lesser-level armor when moving to heavier armor level (notwithstanding the &amp;quot;permit&amp;quot; restrictions detailed above).  If you step them through each armor level, you can get them to wear a metal cap plus helm, and chain mail plus plate mail. &lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
For some reason, dwarves will ''never'' put on cloth/leather caps or gloves (except those they arrive in).  There are no &amp;quot;under&amp;quot; layer headwear or &amp;quot;over&amp;quot; layer handwear in the game; it is possible this omission is causing the clothes-wearing algorithm to be non-functional at this time.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this. Human and goblin metal armor can be melted down and made into dwarf-scale gear, however.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mail requires three [[bar]]s of metal to [[forge]]. Chain mail and greaves require two bars. All other metal armor requires one bar per piece. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields offer a unique bonus, a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Oddities ==&lt;br /&gt;
* Dwarves will not switch to metal gauntlets or greaves by themselves if they are already wearing bone gauntlets or greaves.  They will, however, switch to a &amp;quot;better&amp;quot; material if it changes the level (such as metal helms being chain while bone helms are leather) whether you like it or not.&lt;br /&gt;
* Dwarves will not take off chain mail when switched to &amp;quot;plate&amp;quot; armor level, and will not take off any kind of cap (including metal) when putting on a helm.  They can also wear socks, gloves, trousers, a dress, and one or more robes under armor.  They cannot, however, wear leggings and greaves at the same time, or shoes and boots.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
* If told to wield a weapon and a shield, a dwarf will sometimes carry both in the same hand.  This can cause them to be unable to use either; switch their shield level and weapon to &amp;quot;unarmed&amp;quot; and make sure they drop both items before assigning them a shield and weapon again.&lt;br /&gt;
* You may also find them with other stray items in one or both hands, such as an extra gauntlet or a pair of leggings.  This will make them unable to use their shield or weapon.  Switch them to &amp;quot;clothes&amp;quot; armor level until they drop everything, then back to plate to force them to dress themselves properly.  You can also try designating the excess items for [[dump]]ing, provided you have a dump and an unoccupied dwarf with Refuse Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
[[Category:Armor| ]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27765</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27765"/>
		<updated>2009-05-25T19:06:42Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your furnishings and workshops and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort. Remember that your constructions (IE walls, staircase, floors etc) are still safe, since they're processed the same way natural terrain is for most situations.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(0 on venoms exception: giant desert scorpion venom&amp;lt;/small&amp;gt;)&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 0)&amp;lt;/small&amp;gt;&lt;br /&gt;
* ? &amp;lt;small&amp;gt;(always 50 or 100)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshiped via the [POWER] token. By default, only used by [[Demon|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37664</id>
		<title>40d Talk:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Creature_token&amp;diff=37664"/>
		<updated>2009-05-25T19:04:41Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Children==&lt;br /&gt;
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT)&lt;br /&gt;
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
*I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009&lt;br /&gt;
&lt;br /&gt;
== HOW DO I SHOT WEB? ==&lt;br /&gt;
first, does [WEBBER] imply the ability to shoot web, make webs or both?&lt;br /&gt;
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}}&lt;br /&gt;
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT)&lt;br /&gt;
::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MAGICAL ==&lt;br /&gt;
&lt;br /&gt;
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. &amp;lt;br&amp;gt;&lt;br /&gt;
-Booken 06:22, 26 April 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== ITEMCORPSE ==&lt;br /&gt;
&lt;br /&gt;
(see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000602 this forum thread])&lt;br /&gt;
&lt;br /&gt;
[ITEMCORPSE:&amp;lt;type&amp;gt;:&amp;lt;subtype&amp;gt;:&amp;lt;material&amp;gt;:&amp;lt;matgloss&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
Does the sub-type field actually have a use, or is the only option &amp;quot;NO_SUBTYPE&amp;quot;?&lt;br /&gt;
&lt;br /&gt;
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials.  For example, the [[Treant|Treants]] use the entry:&lt;br /&gt;
    [HAS_RACEGLOSS:WOOD]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
[[Treant|Treants]] will appear as &amp;quot;Mahogany treant&amp;quot;, &amp;quot;Oak treant&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive.  I've tried creating a ''matgloss_treant.txt'' file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
...this doesn't seem to do anything.  If I want the [[Treant]] to leave special remains, like my Foobar Tree, I have to change the creature tokens to:&lt;br /&gt;
    [HAS_RACEGLOSS:TREANT]&lt;br /&gt;
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]&lt;br /&gt;
But here, I can only have &amp;quot;Foobar treants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] for the few item types that have subtypes.&lt;br /&gt;
:The &amp;quot;WOOD&amp;quot; in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the &amp;quot;WOOD&amp;quot; in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.&lt;br /&gt;
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== PACK_ANIMAL ==&lt;br /&gt;
&lt;br /&gt;
Anybody happen to know anything about the [PACK_ANIMAL] tag?  I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction.  I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers.  Has Toady implemented a tag for animal haulers and sneaked it past everyone?  Perhaps they can only perform this function if they serve as a pet to haulers?  Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST)&lt;br /&gt;
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== VERMIN_ tags ==&lt;br /&gt;
&lt;br /&gt;
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --[[User:Nunix|Nunix]] 18:57, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -[[User:Chariot|Chariot]] 19:09, 16 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks. Do we know if that applies to any of the others? --[[User:Nunix|Nunix]] 18:29, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Litter size ==&lt;br /&gt;
&lt;br /&gt;
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the &amp;quot;untested&amp;quot; tag from the wiki, feel free to tell me off if it proves otherwise.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Redirect ==&lt;br /&gt;
&lt;br /&gt;
In conformance with the [[DwarfFortressWiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]].  It can keep the plural because people are usually concerned with all of the tokens instead of just one.  Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== defender ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;DEFENDER 		Appears from the glowing pits after the magma river.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version&lt;br /&gt;
:Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an &amp;quot;old&amp;quot; template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --[[User:Morlark|Morlark]] 12:14, 25 June 2008 (EDT)&lt;br /&gt;
::Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --[[User:Morlark|Morlark]]&lt;br /&gt;
&lt;br /&gt;
== Body parts ==&lt;br /&gt;
&lt;br /&gt;
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --[[User:High tech dragon|High tech dragon]] 22:59, 25 September 2008 (EDT)&lt;br /&gt;
:[[Body_tokens]] --[[User:Ikkonoishi|Ikkonoishi]] 08:28, 26 September 2008 (EDT)&lt;br /&gt;
::There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure ''you know what you doing.'' &amp;lt;/ayb&amp;gt; --[[User:GreyMario|GreyMaria]] 16:02, 26 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Weapons and sizes ==&lt;br /&gt;
&lt;br /&gt;
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --[[User:Zombiejustice|Zombiejustice]] 17:20, 6 October 2008 (EDT)&lt;br /&gt;
*All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
== Catgirls ==&lt;br /&gt;
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --[[User:Simmura McCrea|Simmura McCrea]] 16:58, 17 October 2008 (EDT)&lt;br /&gt;
:OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.&amp;lt;br&amp;gt;[CREATURE:CATHUMAN]&lt;br /&gt;
[NAME:catgirl:catgirls:catgirl]&lt;br /&gt;
[TILE:'f'][COLOR:2:0:0]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PETVALUE:400]&lt;br /&gt;
[INTELLIGENT]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[COMMON_DOMESTIC][BENIGN][PET]&lt;br /&gt;
[MISCHIEVIOUS]&lt;br /&gt;
[PREFSTRING:cat ears]&lt;br /&gt;
[BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS&lt;br /&gt;
:THROAT:NECK:SPINE:&lt;br /&gt;
BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
[MAXAGE:60:110]&lt;br /&gt;
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
[FAT:1]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[DIURNAL]&lt;br /&gt;
[STANDARD_FLESH]&lt;br /&gt;
[HOMEOTHERM:10067]&lt;br /&gt;
[LAYERING:10]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
[PERSONALITY:ADVENTUROUSNESS:0:60:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:50:75:100]&lt;br /&gt;
[PERSONALITY:EXCITEMENT_SEEKING:25:75:100]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:50:75:100]&lt;br /&gt;
[PERSONALITY:ORDERLINESS:0:20:40]&lt;br /&gt;
[PERSONALITY:CAUTIOUSNESS:0:10:30]&lt;br /&gt;
--[[User:Simmura McCrea|Simmura McCrea]] 12:17, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.&lt;br /&gt;
:They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--[[User:Simmura McCrea|Simmura McCrea]] 08:41, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--[[User:Navian|Navian]] 13:52, 15 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --[[User:Simmura McCrea|Simmura McCrea]] 17:23, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --[[User:Simmura McCrea|Simmura McCrea]] 17:33, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off &amp;quot;word wrap&amp;quot; or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--[[User:Quil|Quil]] 17:53, 16 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep, that's got it. Cheers! --[[User:Simmura McCrea|Simmura McCrea]] 13:31, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I may, which &amp;quot;that&amp;quot; was the one that got it?--[[User:Quil|Quil]] 14:17, 17 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:The word wrap. What a weird way to break a creature. --[[User:Simmura McCrea|Simmura McCrea]] 17:36, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==World Gen and Megabeasts==&lt;br /&gt;
Anyone know what controls how many megabeasts are spawned during world gen?  I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --[[User:Squirrelloid|Squirrelloid]] 04:03, 20 December 2008 (EST)&lt;br /&gt;
*I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --[[User:i2amroy|i2amroy]] 19 January 2009&lt;br /&gt;
&lt;br /&gt;
::You mean that for a medium (for example) world there can never be more than 18 megabeasts?  That's really lame... --[[User:Squirrelloid|Squirrelloid]] 03:26, 20 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 04:31, 03 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. &lt;br /&gt;
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elf Cannibals ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to find the tag that makes elves (supposedly) eat sentient creatures.  As far as I can tell from the raws, they are not, in fact, cannibals.  Can anyone give insight?  --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC)&lt;br /&gt;
:Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ivory showing up as a trade item.==&lt;br /&gt;
The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off  of a dwarven caravan that I deconstructed the depot on not too long ago.--[[User:Smjjames|Smjjames]] 19:04, 25 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Spamreport&amp;diff=31666</id>
		<title>Dwarf Fortress Wiki:Spamreport</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Spamreport&amp;diff=31666"/>
		<updated>2009-05-22T20:20:44Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Use this page to notify the admin of any spamming account. ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Wiki]]&lt;br /&gt;
&lt;br /&gt;
OloliDelvi is definetly a spam account of some kind, I just reversed an edit of theirs which was a link to some page. I didn't check the link out, but it's the first edit of that account, so.. obviously.--[[User:Smjjames|Smjjames]] 20:20, 22 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7707</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7707"/>
		<updated>2009-05-22T20:16:22Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Spam....Undo revision 41277492 by OloliDelvi (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;br /&gt;
&lt;br /&gt;
===Brewing===&lt;br /&gt;
To brew alcohol at a [[still]] requires a [[#Brewable_plants|brewable plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
===Consumption===&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
===Cooking===&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that some consider this an [[exploit]], and [[Toady]] plans to revamp the whole cooking system in the future, and in the process disallow the use of booze (as well as things like seeds and syrup) as a food substrate.&lt;br /&gt;
&lt;br /&gt;
===Happiness===&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.&lt;br /&gt;
&lt;br /&gt;
===Wounded dwarves===&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
A dwarf with a permanent injury to his or her nervous system will be bedridden for life and will never again drink alcohol, and upon inspection will have the thought &amp;quot;He needs alcohol to get through the working day, and he can't remember the last time he had some!&amp;quot; You may wish to put these poor dwarves out of their misery.&lt;br /&gt;
&lt;br /&gt;
===Great balls of fire!===&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. It is possible that the dramatic coloring is just the evaporated alcohol, and any damage to dwarves is actually caused by the source of the fire, not the booze vapors. For an example see both [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] and [http://mkv25.net/dfma/movie-934-boozeexplodingbecauseofforestfire this one] at the DFMA.&lt;br /&gt;
&lt;br /&gt;
=== Brewable plants ===&lt;br /&gt;
&lt;br /&gt;
==== Grown inside ====&lt;br /&gt;
&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Grown Outside====&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Not Brewable===&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49155</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49155"/>
		<updated>2009-05-22T13:23:24Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Added flammability for the two types of coal.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value Ore||Smelt into [[aluminum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||Stone||Magma-proof [[door]]s, [[floodgate]]s, [[mechanism]]s &amp;amp; etc; only source of some high-value gems&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure Ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||Stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon Ore||Smelt into [[tin]], a low-value metal; ingredient of [[bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||Stone||red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||Layer stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||Stone||blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]||common low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[Layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||Ore||Smelt into [[lead]], a low-value metal, w/ a 50% chance for [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon Ore||Smelt into [[Nickel]], a low-value but [[magma-proof]] metal &lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||Ore||Smelt into [[gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[Layer]] stone||only source of some ores; relatively rich in content, often found at the base of mountains.&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||Stone||Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||Stone||yellow Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||Ore||Smelt into [[iron]], , a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||Stone||dark red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||Stone||Only source of [[diamond]]s, dark blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||Stone||Smelt into [[Fuel]], Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value Ore||Smelt into [[iron]], a mid-value metal; ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||Stone||eye-blasting blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[Layer]] stone||create stone [[short sword]]s, highest value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||Stone|| may contain [[platinum]], green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||Stone||purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Adamantine]]||THE Highest value &amp;quot;Ore&amp;quot;||becomes [[Adamantine]], by far the most valuable substance&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||Stone||Purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[Layer]] stone||Brown color&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||Stone||green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon Ore||Smelt into [[zinc]], a low-value metal; ingredient for [[brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value Ore||Smelt into [[copper]], a low-value metal, w/ a 20% additional chance of [[silver]]; smelt into [[billon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;[[Value]]s&amp;quot; are all relative to each other, on a common scale.  Value multiplies any final product that is created with that material by that multiplier.  A generic statue is worth much more than a generic mug, but a gold mug might be worth more than a common-stone statue. ''(Note - &amp;quot;[[quality]]&amp;quot; also factors in to total value of a final product, as do some other considerations, but those are outside the scope of this intro article).''  Bottom line - go for the more valuable stuff.&lt;br /&gt;
&lt;br /&gt;
Common stones have a value multiplier of x1, mid-value are x2, and high-value (obsidian only) is x3.  This affects things like stone tables and doors, statues or stonecrafts - anything made from stone.&lt;br /&gt;
&lt;br /&gt;
For metals, low-value (like copper or nickel) is x2 or x3.  Mid-value (silver or iron) is around x10, high-value (gold, steel) is x30, and highest-value (platinum, aluminum) is x40.  Note that the raw mined ore and the smelted pure metal often have different value multipliers, but not always.  [[Alloy]]s like steel, brass or bronze (values not listed here) are often more valuable than the sum of their pure metal ingredients.  Metal can be crafted into weapons, armour or tools, decorations, furniture or even buildings.&lt;br /&gt;
&lt;br /&gt;
Adamantine is not exactly a metal, altho' it works almost the same.  It has a value multiplier of x300 (yes, three ''hundred'').  It is also quantums better than steel for all combat purposes, and steel is the best material otherwise available.&lt;br /&gt;
&lt;br /&gt;
(To be complete and for comparison, all wood has a value of x1.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=48456</id>
		<title>User talk:Albedo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=48456"/>
		<updated>2009-05-22T13:17:10Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aluminum in copper ==&lt;br /&gt;
&lt;br /&gt;
I have definitely seen aluminum inside a copper vein.  It was freakin amazing.  Also found 3 magnetite flippin huge clusters, each as big as my fort, 3 lignite veins, 2 microcline (bleagh) big groups, gold and silver vein, 1 hematite vein.  It was great. More iron than I know what to do with.  But totally aluminum in copper. --[[User:Zchris13|Zchris13]] 12:26, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone articles ==&lt;br /&gt;
&lt;br /&gt;
The articles on the various types of [[stone]] are based entirely on data taken from the game raws. It's possible the raw data has changed since the article was written, but observation alone is not good enough when we have that kind of inside info. If you see some sort of weird anomaly (like veins of aluminum), then Toady would most likely appreciate a bug report about that. [[User:VengefulDonut|VengefulDonut]] 06:28, 25 April 2009 (UTC)&lt;br /&gt;
:not veins of aluminum.  Aluminum adjacent to veins.  I have seen it in hematite, and copper. --[[User:Zchris13|Zchris13]] 00:05, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could someone point me to where the discussions are on how the articles should be set up? Sorry. I just... I'm being impulsive and driven and stuff and I want to know so I can /do/ stuff, and... you know, stuff. With stuff in it. I'm clearer after sleep, I promise. (Don't believe me, I'm always ambiguous, though rarely by intent.) --[[User:Teres Draconis|jaz]] 08:11, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (response) ==&lt;br /&gt;
&lt;br /&gt;
But ''is'' it an anomaly?  I'm not sure how to read the RAW's at that level. --[[User:Albedo|Albedo]] 07:16, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
&lt;br /&gt;
If the Appraiser skill is the highest skill you have, isn't the profession &amp;quot;trader&amp;quot;?  I know I've seen the trader profession before. Below is what I think the skill/professions are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appraiser -&amp;gt; Trader&amp;lt;br /&amp;gt;&lt;br /&gt;
Building designer -&amp;gt; Architect&amp;lt;br /&amp;gt;&lt;br /&gt;
Organizer -&amp;gt; Administrator&amp;lt;br /&amp;gt;&lt;br /&gt;
Record keeper -&amp;gt;Clerk&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I ''think'' that you are correct in that the overall skill (when you have two or more skills close in skill level) is also adminstrator.  --[[User:Kwieland|Kwieland]] 20:59, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just read your log - I notice you build walls around the pipe.  Have you considered a channel around the pit?  Same effect, but you don't have to carry stone.--[[User:Kwieland|Kwieland]] 21:17, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed Trader - my bad.  Read the Skill discussion page - that group of skills is not at all clear.&lt;br /&gt;
&lt;br /&gt;
:I don't intend to go near the imps - the wall will create an AG enclosure above my dining hall/kitchen area, for AG crops, statue garden, private water and fishing area, etc etc. (More extensive answers in Kwieland's talk page) --[[User:Albedo|Albedo]] 01:15, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fuel ==&lt;br /&gt;
While it is true that I moved the page to &amp;quot;Refined coal&amp;quot;, the page I moved it from was &amp;quot;Refined Coal&amp;quot;. The naming convention you were asking about is to only capitalize the first letter, since wiki links are case sensitive on all letters except the first. I think the original name of the article was &amp;quot;Refined Coal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As for the origin of the term, it appears in the cancellation message if you assign a fuel-requiring task when you have no fuel. If this message no longer shows up, I have no qualms about retiring the term. However, if it still does then &amp;quot;refined coal&amp;quot; is a more suitable name than &amp;quot;fuel&amp;quot; since only &amp;quot;refined coal&amp;quot; appears in-game. [[User:VengefulDonut|VengefulDonut]] 06:45, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree that the confusion needs to be cleared up, but I don't think separating [[fuel]] and [[refined coal]] into separate articles will help since they are just words for the same thing. I think that the best solution would be a short disambiguation at the top of the [[refined coal]] page. As long as all the terms redirect to that page anyone interested in any of them will end up seeing it. As for the title, we should definitely prefer an in-game term over a forum-supplied term. Everyone who uses the wiki plays the game, but not everyone uses the forum.&lt;br /&gt;
&lt;br /&gt;
:The article as-is contains all the information pertaining to the naming issue, but if you think it's confusing, the page organization may be to blame. Perhaps information pertaining to names and categories could be consolidated at the top. [[User:VengefulDonut|VengefulDonut]] 15:27, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There is no such thing as &amp;quot;fuel coal&amp;quot;. The terms are &amp;quot;refined coal&amp;quot; and &amp;quot;coal fuel&amp;quot;. [[User:VengefulDonut|VengefulDonut]] 13:27, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I know, I know! And I find I can't shake that term! (esp when tired).  Not sure where used it this time, but it's like Pres. Bush saying &amp;quot;nucular arsenal&amp;quot;. Arrrggghhhh!!!! --[[User:Albedo|Albedo]] 22:52, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Olivine ==&lt;br /&gt;
&lt;br /&gt;
See [[Talk:Olivine]] [[User:VengefulDonut|VengefulDonut]] 07:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==That revealed vein comment of Zchris13==&lt;br /&gt;
I totally understand why you undid that, but it was sort of funny.  And I can accomplish that without using a third party utility.  I can create down stairs on the level above, which reveals the tile. --[[User:Zchris13|Zchris13]] 23:57, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== armorsmith page - re quality of artifact armor ==&lt;br /&gt;
&lt;br /&gt;
In my head, I thought artifact armour &amp;amp; weapons were better than masterwork too, but that's not what the [[Item quality]] page says:&lt;br /&gt;
&lt;br /&gt;
:☼Item Name☼ 	 Masterful 	 ×12  	 ×2.0 &lt;br /&gt;
:Unique name 	Artifact    	×120  	×2.0  &lt;br /&gt;
&lt;br /&gt;
And we should assume that's accurate, neh?--[[User:Albedo|Albedo]] 23:39, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:nobody knows.  It is a mystery!!!! Ohhhh...&amp;lt;br /&amp;gt;I really don't know what to believe.  Toady has dropped contradicting hints, people report contradicting data, and nobody really knows what is going on.  I say we just put a maybe in there. --[[User:Zchris13|Zchris13]] 02:00, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sorting table on [[Metal]] page by color ==&lt;br /&gt;
&lt;br /&gt;
The issue is that the only plaintext in the color column is &amp;quot;*&amp;quot;, which is hard to sort by. If we want it to be sortable we need the plaintext of each entry to not be identical. A pretty way to pull this off isn't coming to mind, but that's the goal. Nice work on the table, by the way. [[User:VengefulDonut|VengefulDonut]] 13:22, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe the first letter of the color name, in the same color as the background. --[[User:Zchris13|Zchris13]] 17:15, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Or change the tile entirely - the more I look at it, not sure what the whole &amp;quot;background color&amp;quot; achieves.  But as I understand it the use of the icon (the asterisk) representing the ore is the problem. May take some rethinking.--[[User:Albedo|Albedo]] 22:49, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Every metal has a unique foreground color and a unique background color. On items like doors, you get to see both. This is actually why doors are included in the corners of the diagram on the assorted metal pages (eg: [[copper]]) [[User:VengefulDonut|VengefulDonut]] 23:17, 19 May 2009 (UTC)&lt;br /&gt;
::: &amp;lt;Nods&amp;gt; Got it.  Is there a way to &amp;quot;pipe&amp;quot; the icon in, and use some numerical representation to sort? Meh, you've probably thought of that.  Or piping the icon in??? Or using a subtly diff icon?  Sorting by color is, admittedly,  perhaps the least of our concerns with that table.  Maybe remove the &amp;quot;sortable&amp;quot; part from the template for now?--[[User:Albedo|Albedo]] 23:24, 19 May 2009 (UTC)&lt;br /&gt;
:What is it we are sorting here? --[[User:Zchris13|Zchris13]] 23:19, 19 May 2009 (UTC)&lt;br /&gt;
:: Metal page table (fixed in sub-title above)&lt;br /&gt;
HA! fixed. me r hte supra jeeeenius! Completely by accident, natch. Tried adding numbers in w/ the asterisks, to give the system something to sort. That worked w/ only 2 numbers, they ''all'' sorted.  So I backed out, and tried same w/ &amp;lt;small&amp;gt;small&amp;lt;/small&amp;gt; numbers for a better look. Then w/ only 1 small &amp;quot;A&amp;quot; for adamantine, no numbers - that worked too! Then, just for the helluvit, I tried making one asterisk small - and that worked too, w/ no visible difference in text.  All it needed was one difference, and they all get sorted, np. woot and a half.--[[User:Albedo|Albedo]] 01:32, 20 May 2009 (UTC)&lt;br /&gt;
:lol. Did you try it with no change at all? I bet that would have sorted, too. Why? Because the edit right before yours was a fix :P [[User:VengefulDonut|VengefulDonut]] 05:15, 20 May 2009 (UTC)&lt;br /&gt;
::... buzzkill! LOL! didn't even see an edit before mine. suuuuupra jeeeeenius!--[[User:Albedo|Albedo]] 08:02, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User name vs preferred name/nickname ==&lt;br /&gt;
&lt;br /&gt;
Albedo, I don't know why you think that it's unacceptable for someone to use a different name to sign their posts.&amp;lt;br&amp;gt;&lt;br /&gt;
There's a built-in function for doing exactly that (once you figure out how to use it) in your preferences.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while this isn't Wikipedia, you still shouldn't bite the newbies. -[[User:N9103|Edward]] 21:13, 21 May 2009 (UTC)&lt;br /&gt;
:I guess because I'm used to going to &amp;quot;User:Name&amp;quot; to find their page, and that doesn't work - why take one username when you intend to use an entirely diff nickname?  And I felt I was more muzzling than biting - over-enthusiasm is laudable, and ignorance is something that everyone has, but a bad combination together in public.--[[User:Albedo|Albedo]] 21:59, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Personally, I joined with my usual semi-anonymous handle, as I wasn't sure I'd stick around, or that the wiki was going to be worth working on. Later decided that I was going to try to be a significant part of the community, and set my nickname/signature to my Real first name. That's probably something similar to most people who use non-User name signatures. It's also possible that what name people would normally choose won't work for signing up. ''In the end, clicking the signature of a user will take you there, regardless of what they put in it or why they don't use their user name.'' -[[User:N9103|Edward]] 23:41, 21 May 2009 (UTC)&lt;br /&gt;
:::Do tell.  And you do this &amp;quot;clicking&amp;quot; thing with that computer mouse thing???... Stating the obvious is... well, exactly what it is. --[[User:Albedo|Albedo]] 23:48, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::lol... ok, you want blunt? Don't tell other people to do something a certain way that you prefer, simply because you don't want to use the system already in place. -[[User:N9103|Edward]]&lt;br /&gt;
&lt;br /&gt;
:::No, altho' blunt serves it's purpose.  However now you're simply repeating what you've already said, which again serves none. But it seems I must follow suit - if I want to go to your page but don't have your sig in front of me, I would normally type &amp;quot;User:Edward&amp;quot; in the search box and hit &amp;quot;go&amp;quot; - that doesn't work. Hence, problematic, and NO direct system is in place. Solution? Either Search, or create a redirect for you.  And your personal shift in names is not what TD did - which I thought would also be obvious.  Your concern is admirable - I think you are/were confused as to my exact position, which is &amp;quot;Why adopt a psuedonym ''the same day'' you create the User Account?&amp;quot;.--[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It annoys me too, Albedo.  But I really just think we should let it lie.  Can't really hurt anything, can it? Other than our brains, but whatever.--[[User:Zchris13|Zchris13]] 00:16, 22 May 2009 (UTC)&lt;br /&gt;
::::::&amp;lt;nods&amp;gt; --[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Dwarves guide to stone comment==&lt;br /&gt;
I guess you removed my comment on alunite to avoid confusion with the value stuff? I've had places where you can't go more than 20 tiles or so without &amp;quot;You have struck Alunite!&amp;quot;.--[[User:Smjjames|Smjjames]] 12:30, 22 May 2009 (UTC)&lt;br /&gt;
:(response) Np then as it's understandable to avoid confusion.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=48455</id>
		<title>User talk:Albedo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Albedo&amp;diff=48455"/>
		<updated>2009-05-22T12:30:07Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Aluminum in copper ==&lt;br /&gt;
&lt;br /&gt;
I have definitely seen aluminum inside a copper vein.  It was freakin amazing.  Also found 3 magnetite flippin huge clusters, each as big as my fort, 3 lignite veins, 2 microcline (bleagh) big groups, gold and silver vein, 1 hematite vein.  It was great. More iron than I know what to do with.  But totally aluminum in copper. --[[User:Zchris13|Zchris13]] 12:26, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stone articles ==&lt;br /&gt;
&lt;br /&gt;
The articles on the various types of [[stone]] are based entirely on data taken from the game raws. It's possible the raw data has changed since the article was written, but observation alone is not good enough when we have that kind of inside info. If you see some sort of weird anomaly (like veins of aluminum), then Toady would most likely appreciate a bug report about that. [[User:VengefulDonut|VengefulDonut]] 06:28, 25 April 2009 (UTC)&lt;br /&gt;
:not veins of aluminum.  Aluminum adjacent to veins.  I have seen it in hematite, and copper. --[[User:Zchris13|Zchris13]] 00:05, 14 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Could someone point me to where the discussions are on how the articles should be set up? Sorry. I just... I'm being impulsive and driven and stuff and I want to know so I can /do/ stuff, and... you know, stuff. With stuff in it. I'm clearer after sleep, I promise. (Don't believe me, I'm always ambiguous, though rarely by intent.) --[[User:Teres Draconis|jaz]] 08:11, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== (response) ==&lt;br /&gt;
&lt;br /&gt;
But ''is'' it an anomaly?  I'm not sure how to read the RAW's at that level. --[[User:Albedo|Albedo]] 07:16, 25 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Trader==&lt;br /&gt;
&lt;br /&gt;
If the Appraiser skill is the highest skill you have, isn't the profession &amp;quot;trader&amp;quot;?  I know I've seen the trader profession before. Below is what I think the skill/professions are.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appraiser -&amp;gt; Trader&amp;lt;br /&amp;gt;&lt;br /&gt;
Building designer -&amp;gt; Architect&amp;lt;br /&amp;gt;&lt;br /&gt;
Organizer -&amp;gt; Administrator&amp;lt;br /&amp;gt;&lt;br /&gt;
Record keeper -&amp;gt;Clerk&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I ''think'' that you are correct in that the overall skill (when you have two or more skills close in skill level) is also adminstrator.  --[[User:Kwieland|Kwieland]] 20:59, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Just read your log - I notice you build walls around the pipe.  Have you considered a channel around the pit?  Same effect, but you don't have to carry stone.--[[User:Kwieland|Kwieland]] 21:17, 8 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Fixed Trader - my bad.  Read the Skill discussion page - that group of skills is not at all clear.&lt;br /&gt;
&lt;br /&gt;
:I don't intend to go near the imps - the wall will create an AG enclosure above my dining hall/kitchen area, for AG crops, statue garden, private water and fishing area, etc etc. (More extensive answers in Kwieland's talk page) --[[User:Albedo|Albedo]] 01:15, 9 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== fuel ==&lt;br /&gt;
While it is true that I moved the page to &amp;quot;Refined coal&amp;quot;, the page I moved it from was &amp;quot;Refined Coal&amp;quot;. The naming convention you were asking about is to only capitalize the first letter, since wiki links are case sensitive on all letters except the first. I think the original name of the article was &amp;quot;Refined Coal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
As for the origin of the term, it appears in the cancellation message if you assign a fuel-requiring task when you have no fuel. If this message no longer shows up, I have no qualms about retiring the term. However, if it still does then &amp;quot;refined coal&amp;quot; is a more suitable name than &amp;quot;fuel&amp;quot; since only &amp;quot;refined coal&amp;quot; appears in-game. [[User:VengefulDonut|VengefulDonut]] 06:45, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I agree that the confusion needs to be cleared up, but I don't think separating [[fuel]] and [[refined coal]] into separate articles will help since they are just words for the same thing. I think that the best solution would be a short disambiguation at the top of the [[refined coal]] page. As long as all the terms redirect to that page anyone interested in any of them will end up seeing it. As for the title, we should definitely prefer an in-game term over a forum-supplied term. Everyone who uses the wiki plays the game, but not everyone uses the forum.&lt;br /&gt;
&lt;br /&gt;
:The article as-is contains all the information pertaining to the naming issue, but if you think it's confusing, the page organization may be to blame. Perhaps information pertaining to names and categories could be consolidated at the top. [[User:VengefulDonut|VengefulDonut]] 15:27, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::There is no such thing as &amp;quot;fuel coal&amp;quot;. The terms are &amp;quot;refined coal&amp;quot; and &amp;quot;coal fuel&amp;quot;. [[User:VengefulDonut|VengefulDonut]] 13:27, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I know, I know! And I find I can't shake that term! (esp when tired).  Not sure where used it this time, but it's like Pres. Bush saying &amp;quot;nucular arsenal&amp;quot;. Arrrggghhhh!!!! --[[User:Albedo|Albedo]] 22:52, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Olivine ==&lt;br /&gt;
&lt;br /&gt;
See [[Talk:Olivine]] [[User:VengefulDonut|VengefulDonut]] 07:12, 11 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==That revealed vein comment of Zchris13==&lt;br /&gt;
I totally understand why you undid that, but it was sort of funny.  And I can accomplish that without using a third party utility.  I can create down stairs on the level above, which reveals the tile. --[[User:Zchris13|Zchris13]] 23:57, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== armorsmith page - re quality of artifact armor ==&lt;br /&gt;
&lt;br /&gt;
In my head, I thought artifact armour &amp;amp; weapons were better than masterwork too, but that's not what the [[Item quality]] page says:&lt;br /&gt;
&lt;br /&gt;
:☼Item Name☼ 	 Masterful 	 ×12  	 ×2.0 &lt;br /&gt;
:Unique name 	Artifact    	×120  	×2.0  &lt;br /&gt;
&lt;br /&gt;
And we should assume that's accurate, neh?--[[User:Albedo|Albedo]] 23:39, 15 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:nobody knows.  It is a mystery!!!! Ohhhh...&amp;lt;br /&amp;gt;I really don't know what to believe.  Toady has dropped contradicting hints, people report contradicting data, and nobody really knows what is going on.  I say we just put a maybe in there. --[[User:Zchris13|Zchris13]] 02:00, 16 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sorting table on [[Metal]] page by color ==&lt;br /&gt;
&lt;br /&gt;
The issue is that the only plaintext in the color column is &amp;quot;*&amp;quot;, which is hard to sort by. If we want it to be sortable we need the plaintext of each entry to not be identical. A pretty way to pull this off isn't coming to mind, but that's the goal. Nice work on the table, by the way. [[User:VengefulDonut|VengefulDonut]] 13:22, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Maybe the first letter of the color name, in the same color as the background. --[[User:Zchris13|Zchris13]] 17:15, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Or change the tile entirely - the more I look at it, not sure what the whole &amp;quot;background color&amp;quot; achieves.  But as I understand it the use of the icon (the asterisk) representing the ore is the problem. May take some rethinking.--[[User:Albedo|Albedo]] 22:49, 19 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Every metal has a unique foreground color and a unique background color. On items like doors, you get to see both. This is actually why doors are included in the corners of the diagram on the assorted metal pages (eg: [[copper]]) [[User:VengefulDonut|VengefulDonut]] 23:17, 19 May 2009 (UTC)&lt;br /&gt;
::: &amp;lt;Nods&amp;gt; Got it.  Is there a way to &amp;quot;pipe&amp;quot; the icon in, and use some numerical representation to sort? Meh, you've probably thought of that.  Or piping the icon in??? Or using a subtly diff icon?  Sorting by color is, admittedly,  perhaps the least of our concerns with that table.  Maybe remove the &amp;quot;sortable&amp;quot; part from the template for now?--[[User:Albedo|Albedo]] 23:24, 19 May 2009 (UTC)&lt;br /&gt;
:What is it we are sorting here? --[[User:Zchris13|Zchris13]] 23:19, 19 May 2009 (UTC)&lt;br /&gt;
:: Metal page table (fixed in sub-title above)&lt;br /&gt;
HA! fixed. me r hte supra jeeeenius! Completely by accident, natch. Tried adding numbers in w/ the asterisks, to give the system something to sort. That worked w/ only 2 numbers, they ''all'' sorted.  So I backed out, and tried same w/ &amp;lt;small&amp;gt;small&amp;lt;/small&amp;gt; numbers for a better look. Then w/ only 1 small &amp;quot;A&amp;quot; for adamantine, no numbers - that worked too! Then, just for the helluvit, I tried making one asterisk small - and that worked too, w/ no visible difference in text.  All it needed was one difference, and they all get sorted, np. woot and a half.--[[User:Albedo|Albedo]] 01:32, 20 May 2009 (UTC)&lt;br /&gt;
:lol. Did you try it with no change at all? I bet that would have sorted, too. Why? Because the edit right before yours was a fix :P [[User:VengefulDonut|VengefulDonut]] 05:15, 20 May 2009 (UTC)&lt;br /&gt;
::... buzzkill! LOL! didn't even see an edit before mine. suuuuupra jeeeeenius!--[[User:Albedo|Albedo]] 08:02, 20 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User name vs preferred name/nickname ==&lt;br /&gt;
&lt;br /&gt;
Albedo, I don't know why you think that it's unacceptable for someone to use a different name to sign their posts.&amp;lt;br&amp;gt;&lt;br /&gt;
There's a built-in function for doing exactly that (once you figure out how to use it) in your preferences.&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, while this isn't Wikipedia, you still shouldn't bite the newbies. -[[User:N9103|Edward]] 21:13, 21 May 2009 (UTC)&lt;br /&gt;
:I guess because I'm used to going to &amp;quot;User:Name&amp;quot; to find their page, and that doesn't work - why take one username when you intend to use an entirely diff nickname?  And I felt I was more muzzling than biting - over-enthusiasm is laudable, and ignorance is something that everyone has, but a bad combination together in public.--[[User:Albedo|Albedo]] 21:59, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Personally, I joined with my usual semi-anonymous handle, as I wasn't sure I'd stick around, or that the wiki was going to be worth working on. Later decided that I was going to try to be a significant part of the community, and set my nickname/signature to my Real first name. That's probably something similar to most people who use non-User name signatures. It's also possible that what name people would normally choose won't work for signing up. ''In the end, clicking the signature of a user will take you there, regardless of what they put in it or why they don't use their user name.'' -[[User:N9103|Edward]] 23:41, 21 May 2009 (UTC)&lt;br /&gt;
:::Do tell.  And you do this &amp;quot;clicking&amp;quot; thing with that computer mouse thing???... Stating the obvious is... well, exactly what it is. --[[User:Albedo|Albedo]] 23:48, 21 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::lol... ok, you want blunt? Don't tell other people to do something a certain way that you prefer, simply because you don't want to use the system already in place. -[[User:N9103|Edward]]&lt;br /&gt;
&lt;br /&gt;
:::No, altho' blunt serves it's purpose.  However now you're simply repeating what you've already said, which again serves none. But it seems I must follow suit - if I want to go to your page but don't have your sig in front of me, I would normally type &amp;quot;User:Edward&amp;quot; in the search box and hit &amp;quot;go&amp;quot; - that doesn't work. Hence, problematic, and NO direct system is in place. Solution? Either Search, or create a redirect for you.  And your personal shift in names is not what TD did - which I thought would also be obvious.  Your concern is admirable - I think you are/were confused as to my exact position, which is &amp;quot;Why adopt a psuedonym ''the same day'' you create the User Account?&amp;quot;.--[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::It annoys me too, Albedo.  But I really just think we should let it lie.  Can't really hurt anything, can it? Other than our brains, but whatever.--[[User:Zchris13|Zchris13]] 00:16, 22 May 2009 (UTC)&lt;br /&gt;
::::::&amp;lt;nods&amp;gt; --[[User:Albedo|Albedo]] 00:23, 22 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-Dwarves guide to stone comment==&lt;br /&gt;
I guess you removed my comment on alunite to avoid confusion with the value stuff? I've had places where you can't go more than 20 tiles or so without &amp;quot;You have struck Alunite!&amp;quot;.--[[User:Smjjames|Smjjames]] 12:30, 22 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49152</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49152"/>
		<updated>2009-05-22T02:44:08Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||Stone||Very common type of stone.&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||Stone||Magma-proof [[door]]s, [[floodgate]]s, [[mechanism]]s &amp;amp; etc; only source of some high-value gems&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure Ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||Stone||Smelt into [[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||Stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon Ore||Smelt into [[tin]], a low-value metal, ingredient of [[bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||Stone||red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||Layer stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||Stone||blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]||common low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[Layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||Ore||Smelt into [[lead]], a low-value metal, w/ a 50% chance for [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon Ore||Smelt into [[Nickel]], a low-value but [[magma-proof]] metal &lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||Ore||Smelt into [[gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[Layer]] stone||only source of some ores; relatively rich in content, often found at the base of mountains.&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||Stone||Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||Stone||yellow Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||Stone||dark red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||Stone||Only source of [[diamond]]s, dark blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||Stone||Smelt into [[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||Stone||eye-blasting blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[Layer]] stone||create stone [[short sword]]s, highest value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||Stone|| may contain [[platinum]], green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||Stone||purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Adamantine]]||THE Highest value &amp;quot;Ore&amp;quot;||becomes [[Adamantine]], by far the most valuable substance&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||Stone||Purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[Layer]] stone||Brown color&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||Stone||green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon Ore||Smelt into [[zinc]], a low-value metal, ingredient for [[brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value Ore||Smelt into [[copper]], a low-value metal, w/ a 20% additional chance of [[silver]], smelt into [[billon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49151</id>
		<title>40d:The Non-Dwarf's Guide to Rock</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:The_Non-Dwarf%27s_Guide_to_Rock&amp;diff=49151"/>
		<updated>2009-05-22T02:40:14Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: A bit more on color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wondering what that new kind of rock your dwarves just struck is good for? Possibly nothing, but when you're just getting started it can be tough to tell the trash from the treasure. The following table summarizes the types of stone and ore found in Dwarf Fortress (note that it does not include gems).&lt;br /&gt;
&lt;br /&gt;
The ''Uses'' column lists any special uses or properties of this particular stone type; if no uses are listed, you can always use the stone for general construction and crafting.  Note that many &amp;quot;low value&amp;quot; materials are still ''very'' useful in a Dwarf Fortress.  &amp;quot;Colors&amp;quot; are useful for color coding or creative aesthetic uses.&lt;br /&gt;
&lt;br /&gt;
For more detailed and expanded information, see the [[Stone]], [[Ore]], [[Metal]], [[Alloy]], [[Vein|Veins &amp;amp; Clusters]], and [[Smelting]] pages, or the article on any particular stone, metal or ore.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Name'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Type'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Uses'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Native Aluminum|Aluminum, native]]||a high-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Alunite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Andesite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Anhydrite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Basalt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bauxite]]||Stone||Magma-proof [[door]]s, [[floodgate]]s, [[mechanism]]s &amp;amp; etc; only source of some high-value gems&lt;br /&gt;
|-&lt;br /&gt;
| [[Bismuthinite]]||rare/obscure Ore||ingredient of [[Bismuth Bronze]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bituminous coal]]||Stone||Smelt into [[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Borax]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Brimstone]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Calcite]]||Stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassiterite]]||uncommon Ore||Smelt into [[tin]], a low-value metal, ingredient of [[bronze]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Chalk]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Chert]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chromite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cinnabar]]||Stone||red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Claystone]]||Layer stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobaltite]]||Stone||blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Conglomerate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Copper nuggets]]||common low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryolite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Diorite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dolomite]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Felsite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Flint]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro]]||[[Layer]] stone||only source of some [[ore]]s &amp;amp; [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| [[Galena]]||Ore||Smelt into [[lead]], a low-value metal, w/ a 50% chance for [[silver]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garnierite]]||uncommon Ore||Smelt into [[Nickel]], a low-value but [[magma-proof]] metal &lt;br /&gt;
|-&lt;br /&gt;
| [[Gneiss]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gold nuggets]]||Ore||Smelt into [[gold]], a high-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Granite]]||[[Layer]] stone||only source of some ores; relatively rich in content&lt;br /&gt;
|-&lt;br /&gt;
| [[Graphite]]||Stone||Flammable&lt;br /&gt;
|-&lt;br /&gt;
| [[Gypsum]]||Stone||yellow Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Hematite]]||Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn silver]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornblende]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilmenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Jet]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Kaolinite]]||Stone||dark red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Kimberlite]]||Stone||Only source of [[diamond]]s, dark blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Lignite]]||Stone||Smelt into [[Fuel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Limestone]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Limonite]]||high-value Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Magnetite]]||high-value Ore||Smelt into [[iron]], ingredient for [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Malachite]]||low-value Ore||Smelt into [[copper]], a low-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Marble]]||[[Layer]] stone||[[Flux]], mid-value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Marcasite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mica]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Microcline]]||Stone||eye-blasting blue color&lt;br /&gt;
|-&lt;br /&gt;
| [[Mudstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Obsidian]]||[[Layer]] stone||create stone [[short sword]]s, highest value stone&lt;br /&gt;
|-&lt;br /&gt;
| [[Olivine]]||Stone|| may contain [[platinum]], green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orpiment]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Orthoclase]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Periclase]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Petrified wood]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Phyllite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pitchblende]]||Stone||purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Platinum nuggets]]||highest-value Ore||Smelt into [[platinum]], a highest-value [[metal]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Puddingstone]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pyrolusite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Quartzite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Raw Adamantine]]||THE Highest value &amp;quot;Ore&amp;quot;||becomes [[Adamantine]], by far the most valuable substance&lt;br /&gt;
|-&lt;br /&gt;
| [[Realgar]]||Stone||bright red color&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhyolite]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rock salt]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutile]]||Stone||Purple color&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltpeter]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Sandstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Satinspar]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schist]]||[[Layer]] stone||Brown color&lt;br /&gt;
|-&lt;br /&gt;
| [[Selenite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpentine]]||Stone||green color&lt;br /&gt;
|-&lt;br /&gt;
| [[Shale]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siltstone]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver nuggets]]||Ore||Smelt into [[silver]], a mid-value metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Slate]]||[[Layer]] stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sphalerite]]||uncommon Ore||Smelt into [[zinc]], a low-value metal, ingredient for [[brass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stibnite]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvite]]||Stone||yellow color&lt;br /&gt;
|-&lt;br /&gt;
| [[Talc]]||Stone||&lt;br /&gt;
|-&lt;br /&gt;
| [[Tetrahedrite]]||low-value Ore||Smelt into [[copper]], a low-value metal, w/ a 20% additional chance of [[silver]], smelt into [[billon]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Stone|*]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stingray&amp;diff=38637</id>
		<title>40d:Stingray</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stingray&amp;diff=38637"/>
		<updated>2009-05-19T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Added info about freshwater biome.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crikey :(&lt;br /&gt;
&lt;br /&gt;
They come in both saltwater and freshwater varieties. They are identical in the game though, whether saltwater or freshwater.&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Stingray|symbol=ò|color={{COLOR:7:0:0}}|bones=2|chunks=2|meat=2|fat=1|skulls=1|skin=Yes|biome=* Tropical ocean &lt;br /&gt;
* Any Tropical River &lt;br /&gt;
* Any Tropical Lake}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FISH_STINGRAY]&lt;br /&gt;
 	[NAME:stingray:stingrays:stingray]&lt;br /&gt;
 	[TILE:149][COLOR:7:0:0]&lt;br /&gt;
 	[LARGE_ROAMING]&lt;br /&gt;
 	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
 	[MODVALUE:3]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PREFSTRING:tail spines]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[POPULATION_NUMBER:15:30]&lt;br /&gt;
 	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
 	[PETVALUE:200]&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:TAIL:stab:stabs:1:6:PIERCE]&lt;br /&gt;
 	[SIZE:2]&lt;br /&gt;
 	[MAXAGE:20:30]&lt;br /&gt;
 	[NO_DRINK]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:stingray pup:stingray pups]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_SALTWATER]&lt;br /&gt;
 	[BIOME:LAKE_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TROPICAL_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:LAKE_TROPICAL_SALTWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10067]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9568</id>
		<title>40d:Starting builds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_builds&amp;diff=9568"/>
		<updated>2009-05-19T03:18:52Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Items for moods- added a bit about thread.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Starting builds''' are different strategies that you can choose when starting a new game in [[fortress mode]]. The 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 gives 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 - defined by who and what to take with you - as well as ''challenge builds'' aimed at providing new or unusual challenges to advanced players.&lt;br /&gt;
&lt;br /&gt;
* Your First Fortress?&lt;br /&gt;
Note: If you are a new player looking for a solid basis to survive the first couple of months or years, check out [[Your_first_fortress|this guide]]. It includes a basic starting build similar to the one discussed below.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Play Now!&amp;quot; ==&lt;br /&gt;
By default, you start with a Miner [5 skill points] and other dwarves with novice [1 skill point] in various areas (see object data for details), two axes and two picks, 20 and 40 of two kinds of [[alcohol]] (dwarven wine and ale below, though I've also started with dwarven beer so it's random), 15 units each of meat (the meat type is random and available types vary by civ; in the object data below it's donkey) and plump helmets, 5 each of plump helmet and pig tail seeds, two cats, two dogs.&lt;br /&gt;
{{Game Data|[PROFILE]&lt;br /&gt;
	[TITLE:Default]&lt;br /&gt;
	[SKILL:1:MINING:5]&lt;br /&gt;
	[SKILL:2:CARPENTRY:1]&lt;br /&gt;
	[SKILL:2:BOWYER:1]&lt;br /&gt;
	[SKILL:3:WOODCUTTING:1]&lt;br /&gt;
	[SKILL:3:BREWING:1]&lt;br /&gt;
	[SKILL:3:COOK:1]&lt;br /&gt;
	[SKILL:3:PLANT:1]&lt;br /&gt;
	[SKILL:3:HERBALISM:1]&lt;br /&gt;
	[SKILL:3:SMELT:1]&lt;br /&gt;
	[SKILL:3:WOOD_BURNING:1]&lt;br /&gt;
	[SKILL:3:LYE_MAKING:1]&lt;br /&gt;
	[SKILL:3:POTASH_MAKING:1]&lt;br /&gt;
	[SKILL:4:DETAILSTONE:1]&lt;br /&gt;
	[SKILL:4:MASONRY:1]&lt;br /&gt;
	[SKILL:4:MECHANICS:1]&lt;br /&gt;
	[SKILL:4:DESIGNBUILDING:1]&lt;br /&gt;
	[SKILL:5:CUTGEM:1]&lt;br /&gt;
	[SKILL:5:ENCRUSTGEM:1]&lt;br /&gt;
	[SKILL:5:WOODCRAFT:1]&lt;br /&gt;
	[SKILL:5:STONECRAFT:1]&lt;br /&gt;
	[SKILL:5:BONECARVE:1]&lt;br /&gt;
	[SKILL:6:FISH:1]&lt;br /&gt;
	[SKILL:7:PROCESSFISH:1]&lt;br /&gt;
	[SKILL:7:BUTCHER:1]&lt;br /&gt;
	[SKILL:7:TANNER:1]&lt;br /&gt;
	[SKILL:7:WEAVING:1]&lt;br /&gt;
	[SKILL:7:CLOTHESMAKING:1]&lt;br /&gt;
	[SKILL:7:LEATHERWORK:1]&lt;br /&gt;
,	[ITEM:2:WEAPON:ITEM_WEAPON_PICK:METAL:COPPER]&lt;br /&gt;
	[ITEM:1:WEAPON:ITEM_WEAPON_AXE_BATTLE:METAL:STEEL]&lt;br /&gt;
	[ITEM:1:ANVIL:NONE:METAL:IRON]&lt;br /&gt;
	[ITEM:20:DRINK:NONE:PLANT_ALCOHOL:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
	[ITEM:40:DRINK:NONE:PLANT_ALCOHOL:GRASS_TAIL_PIG]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:MUSHROOM_HELMET_PLUMP:NONE]&lt;br /&gt;
	[ITEM:5:SEEDS:NONE:GRASS_TAIL_PIG:NONE]&lt;br /&gt;
	[ITEM:15:MEAT:NONE:DONKEY:NONE]&lt;br /&gt;
	[ITEM:15:PLANT:NONE:MUSHROOM_HELMET_PLUMP:NONE]&lt;br /&gt;
	[PET:2:DOG:STANDARD]&lt;br /&gt;
	[PET:2:CAT:STANDARD]&lt;br /&gt;
}}&lt;br /&gt;
One battle axe has been omitted from the listing above due to the full build going over the number of points you can spend.&lt;br /&gt;
&lt;br /&gt;
In addition to what is listed, a horse and a donkey may be provided with the wagon.&lt;br /&gt;
&lt;br /&gt;
== Components of a Starting Build ==&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
Each [[dwarf]] can learn any of a large number of [[skills]]. Dwarves with little experience in a skill will work slowly and ineffectively.&lt;br /&gt;
&lt;br /&gt;
* For example inexperienced [[herbalist|herbalists]] will gather stacks of only one or two [[plants]] or even nothing, inexperienced [[farming|farmers]] will often plant stacks of only one or two plants. This results in a small overall output which takes many [[container#container|containers]] to store in, less effective [[food]] preparation in the [[kitchen]], and more space needed for [[stockpiles]].&lt;br /&gt;
* Inexperienced [[Miner|miners]] work very slowly and are less likely to recover mined gems. Mining can be levelled up quite quickly by mining [[soil#soil|soil]], but taking two dwarves with at least some points in mining is recommended in many cases.&lt;br /&gt;
* In nearly all [[workshop]]s, inexperienced dwarves who create items will create low quality goods, and take a long time doing so. Skilled dwarves work quickly and produce high-quality items.&lt;br /&gt;
** [[Quality]] is a central concept in the game - it affects [[food]], [[alcohol]], and almost anything you will have your dwarves create in the game: [[trading]] goods, [[barrel|barrels]], [[clothing]], [[armor]], [[furniture]], [[weapons]], and so on. Quality also has a large effect on the worth of an item while [[trading]].&lt;br /&gt;
&lt;br /&gt;
Dwarves improve their skills on a learning-by-doing-basis. Dwarves who have specific labors will attain Dabbling status as soon as they complete one job of that type.  (Certain jobs, such as building workshops, won't make your dwarves more experienced.  But most will.)  As the number of jobs they do increases, their skill will increase as well.  Overall, &amp;quot;levelling up&amp;quot; the dwarves' skills quickly is a good game goal to set.  Doing so may result in your dwarves efficiently creating a magnificent fortress filled to the brim with valuable items and [[furniture]].  (Or it might [[losing|not]].)&lt;br /&gt;
&lt;br /&gt;
Using and seeing high-quality items gives dwarves happy [[thought]]s. This tends to decrease the incidences of [[tantrum]]s, increasing a fortress's longevity.&lt;br /&gt;
&lt;br /&gt;
=== Which 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 and your dwarves will starve).  Anything else you want to do can be accomodated by sufficient investment in initial food supplies or skills.  This means the space of possible starting builds is large 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).&lt;br /&gt;
&lt;br /&gt;
In the longer term a few other constraints 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 [[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 in an industry you want to really get working on a year or two in.  (Also keep in mind that dwarves which start with no moodable skills can easily splash one by doing a single job, so dwarves with no moodable skills are almost as handy as dwarves with a valuable moodable skill from the get go).&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.  Thus you'll want to plan for farming eventually.  Not that you need to bring a grower, but it'll certainly be helpful.&lt;br /&gt;
#If you plan on settling in a dangerous area, consider starting with one or two dwarves focused on military skills.  The nature of the environment should dictate the military skills chosen (for example, marksdwarves will be an ineffective counter to expected roving hordes of undead livestock).&lt;br /&gt;
&lt;br /&gt;
The following skills will be used by virtually every fortress:&lt;br /&gt;
:[[Mining]]&lt;br /&gt;
:[[Carpentry]] (can't make beds out of anything else)&lt;br /&gt;
:[[Masonry]]&lt;br /&gt;
:[[Grower|Growing]]&lt;br /&gt;
:[[Brewing]]&lt;br /&gt;
:[[Cooking]]&lt;br /&gt;
:[[Bonecarving]] (You'll end up with a lot of goblin skeletons if nothing else, you might as well do something with them.)&lt;br /&gt;
:[[Mechanics]] (If you want traps, and most people will.  Also handy for machinery.)&lt;br /&gt;
:[[Architecture|Building Designer]]&lt;br /&gt;
:Leader skills (most importantly [[appraiser]])&lt;br /&gt;
:[[Butchery]] (to deal with the otherwise inevitable [[catsplosion]])&lt;br /&gt;
&lt;br /&gt;
Every other skill is only useful if you want it to be.  Of the above, Carpentry, Masonry, Growing, Brewing, Cooking, Building Designer, and Mechanics are generally worth considering as starting skills for some dwarves.  Mining is easy to train, skill in butchery is irrelevant for the most common use (killing kittens), and you'll be able to easily train a bonecarver off an immigrant (or end up with legendary from a mood), so these three are less worthwhile to start with.  Leadership skills are highly recommended to start with at the novice level - it'll make your life much easier (especially appraising).&lt;br /&gt;
&lt;br /&gt;
Of course, even near-certainty that you will use these skills doesn't mean you have to start with dwarves already skilled in them.  Ultimately the answer to &amp;quot;What skills do I need?&amp;quot; is 'whichever you want'.  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;
====Generalist vs Specialist====&lt;br /&gt;
Any dwarf can have any labor designated, and they will perform that task, even if they have no skill related to that labor.  So you don't need an example of every skill.  More, a skilled dwarf will produce a better [[quality]] product, and/or do it faster.  Many jobs have no real &amp;quot;product&amp;quot;, and so quality modifiers - plant gathering, wood cutting, wood burning, smelting, animal trainer, etc. etc. merely produce &amp;quot;stuff&amp;quot;, not &amp;quot;quality stuff&amp;quot;, or may not be used very often, and/or not be used much after the first year of the fortress.  There are as many opinions about balancing generalists with specialists as their are players.&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) administrator skills being only a few examples.&lt;br /&gt;
&lt;br /&gt;
==== Combining Skills ====&lt;br /&gt;
Some [[skills]] are highly time-consuming, and working at different jobs levels up specific [[attribute]]s. One could level up a miner until hes becomes mighty and ultra-tough - and then turn him into a soldier. If you plan on doing so, it may not be a good idea to give this guy another critical job.&lt;br /&gt;
&lt;br /&gt;
Since tasks will take place in specific areas, it makes sense 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 Combine (indoor) Farming with cooking (not 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;
Many builds recommend combinations such as:&lt;br /&gt;
&lt;br /&gt;
* Woodcutter/Carpenter. Add [[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.&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 [[still]], kitchen, and indoor farms.&lt;br /&gt;
* Boss: Novice [[Negotiator]]/Novice [[Judge of intent]]/Novice [[Appraiser]]. This guy will be your Boss and Trader, make him [[record keeper]] too, at least to start with.  Combine this with a single time-intensive task such as [[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;
* [[Craftsdwarf]], depending on your strategy - e.g. [[glass]] maker, [[weaponsmith]] or [[armorsmith]], sometimes combined with related tasks from that industry ([[furnace operating]], [[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;
==== Combining Skills for Moods ====&lt;br /&gt;
&lt;br /&gt;
[[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 dwarfs 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;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
Some basics are recommended for all builds. Unless you plan unless to [[DIY]], you definitely need to bring one [[pick]] for each [[miner]], and if you plan to gather wood, you need an [[axe]], which will become a weapon in wartime.  Also a minimum of about 25-30 [[food]] and about 50 [[alcohol]], which should get 7 dwarfs through to the first [[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;
Note: Many builds recommend that you bring many different cheap foods, in quantities ending in a &amp;quot;1&amp;quot; or a &amp;quot;6&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 [[barrels]] you start with; alcohol fits 5/barrel, and foodstuffs 10/.  More barrels will let you build a larger stockpile for your first winter and conserves the [[wood]] you harvest in the early game for beds and other necessities.  (Seeds are 100/bag - 1 seed or 100 seeds of each type give you 1 bag, so 6 bags max using this approach.)&lt;br /&gt;
&lt;br /&gt;
== Fortress Sites ==&lt;br /&gt;
Each fortress [[location]] offers particular challenges and opportunities. The starting builds below should be adjusted depending on the [[region]] your fort occupies, the specific vision you have of your fortress, and what it will take to [[losing|stay alive]] where you're going!&lt;br /&gt;
&lt;br /&gt;
=== Mountains ===&lt;br /&gt;
Most dwarven fortresses are founded along the edges of [[mountain]] ranges on sites that combine abundant [[ore]] and access to the outside world. [[Magma]] and rare [[metal]]s lure settlers here, but [[goblins]], [[chasm]] dwellers, and even [[giant eagle]]s are potent threats.&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s and plants do not grow at high elevations, so you'll want to include non-mountainous areas to obtain lumber and food - or, failing this, to pack a lot of extra food and logs.&lt;br /&gt;
&lt;br /&gt;
Other consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
Be sure to include a stream on the map; running [[water]] is (almost) essential for any fortress.  In Cold and Freezing climates  streams and [[lake]]s will often be frozen year-round and your dwarves may quickly die of exposure.  Choose Temperate or tropical zones for an easier game.&lt;br /&gt;
&lt;br /&gt;
=== Wooded Plains (with trees and plants) ===&lt;br /&gt;
Flatlands with at least some trees and gatherable plants can also make for highly successful fortresses.  &lt;br /&gt;
&lt;br /&gt;
Advantages over mountain zones include abundant trees and plants, guaranteed agriculture both on the surface and underground, fewer hostile fortresses and [[cave]]s, and (unless frozen) more abundant water.  There are even (rare) magma vents.&lt;br /&gt;
&lt;br /&gt;
The greatest disadvantage is a lack of [[rock]] to mine.  Fewer elevations means fewer exploitable z-levels.  The first few levels below the surface are almost always [[soil]], peat, [[loam]], [[clay]], or [[sand]], none of which offers much (or any) [[gem]]s, ore, or building material.  An [[aquifer]], if present, may bar all access to [[stone]] until you freeze, pump out, or find a way through the water.&lt;br /&gt;
&lt;br /&gt;
=== Desert, Glaciers, and Barren (few or no trees and plants) ===&lt;br /&gt;
Treeless (or near-treeless) [[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 [[glacier]]s are wonderful for those with slower machines, as there's little to burden the CPU but your dwarves and livestock.  [[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;
=== Ocean Side ===&lt;br /&gt;
An interesting combination of a few of the above locations, [[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 [[river]].&lt;br /&gt;
There is also a likelihood that the settlement will fall between two [[biome]]s, potentially hazardous if the player expects a peaceful oceanside meadow, without realizing the ocean is full of amphibious zombie [[whale]]s.&lt;br /&gt;
&lt;br /&gt;
== Basic Build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
On most (but not all) sites, you'll want to get food, brew drink, mine, make wood and stone items, and trade.  Whatever additional skills you purchase, be sure to cover these.  If you need more points to buy skills (and it's a good idea to buy lots of skills), remove a battle [[axe]].&lt;br /&gt;
&lt;br /&gt;
* 2 miners&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either a herbalist/grower, or a [[fisherdwarf]], or a [[hunter]].  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]] are all good.  [[dwarven wine]] you'll get through brewing.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== '''Rapid Expansion''' ==&lt;br /&gt;
A plan for quick growth followed up by heavy immigration works well both as an early game strategy and as an assist for a late game foundation.  Starting off with the anvil is also much less troublesome if you drop both battleaxes and [[Make your own weapons|make your own picks]] too.  Don't worry though, you'll be digging out cavernous villas in no time, and cheaply too, with this build.  Food and [[stone]] will be in abundance and you'll have excellent worker time utilization. And due to the early metalworking and distributed skills your dwarves have, soon you'll have powerful steel-armored warrior workers that'll form the bedrock of a city [[guard]].&lt;br /&gt;
&lt;br /&gt;
Always build a wood burning [[furnace]], [[Smelter]] and [[Metalsmith's forge]] first, and take apart that [[wagon]] for extra logs. Either burn those logs into [[charcoal]], or smelt [[coal]] into fuel, and then make your tools.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; skills ====&lt;br /&gt;
By dropping both picks and axes you'll be able to afford a lot of useful skills, and you'll be able to get a metalsmithing shop running within the first seconds of your game, so no precious time is lost. Your Dwarves are divided largely into two groups, your laborers (Butcher, Baker and candle--er, Brewer) and your craftsdwarves.  Essentially a Blue collar/White collar divide to set up a nice class war later. Also, by having such wide assortments of skills, your dwarves will get lots of attribute bonuses and become extremely capable fighters by the time you need to worry about that.&lt;br /&gt;
&lt;br /&gt;
Laborers are given mining and growing skills with some extra to cover food production.  The Ranger is the oddball, but will spend his early days gathering plants and hauling items, so fits here. Your first order of business with them is to dig that top layer out quickly and get some farms started and fully stocked.  Then, as they grow, you can go back to digging out the rest of the base.&lt;br /&gt;
&lt;br /&gt;
* The Baker: +5 Mining, +2 Growing, +3 Cooking.&lt;br /&gt;
* The Brewer: +5 Mining,  +2 Growing, +3 Brewing.&lt;br /&gt;
* The Butcher: +5 Mining, +2 Growing, +1 Butchering, +1 Tanning, +1 Leatherworking.  Make some bags for sand and the [[Quarry Bush]]es and a butcher's shop before the Ranger starts his hunts.&lt;br /&gt;
&lt;br /&gt;
* The Ranger: +3 Woodcutter, +3 Carpenter, +1 Herbalist, +1 Ambusher, +2 Axedwarf. Be sure to assign a [[war dog]] or two to this guy, since he's the only one who needs to go outside. Once he gets an axe, he'll also be a competent fighter and hunter and will start with armor due to +1 ambusher.&lt;br /&gt;
&lt;br /&gt;
Craftsdwarves focus on running shops, building trade goods, and making the outpost as profitable as possible in the first year, to attract additional immigrants that can be thrown into the mines or toil in the mushroom fields. They should have very broad skill bases, but the actual choice of leader is up to you.&lt;br /&gt;
&lt;br /&gt;
* The Smithy: +1 Weaponsmith, Armorsmith, Metalsmith, Furnace Operator, Wood Burner, Stone Crafting, Bone Carving. This guy will cover all of your rarely needed creation skills, and make your picks and axes. After this he usually ends up making scads of stone crafts for sale. [[Glassmaking]], [[gem cutting]], and [[potash maker|potash making]] are good as well, and even with novice in all areas you'll build fast enough for these rare items.&lt;br /&gt;
* The Foreman: +3 Building Design, +3 Mechanic, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.  Building design and mechanical work is extremely quick work, so instead give him nobleman skills to spend the rest of his work hours on. These are extremely useful in the long-term.&lt;br /&gt;
* The Freemason: +5 Masonry. It seems a bit silly to give him just one primary skill,  but Masons are usually working 24 hours a day on all variety of stone [[door]]s, [[chair]]s and [[table]]s.&lt;br /&gt;
&lt;br /&gt;
There's a variation if you want a more 'compact' design of those last two:&lt;br /&gt;
&lt;br /&gt;
* The Construction Worker: +5 Masonry, +3 Mechanic, +2 Building Design.&lt;br /&gt;
* The Lazy Boss: +3 Fishing, +3 Fish Cleaning, +1 Judge of Intent, Appraiser, Organizer, Record Keeper.&lt;br /&gt;
&lt;br /&gt;
This is not as useful or safe, as Fishing is a time-intensive skill, so it takes him away from his record keeping job for extended periods and a [[Carp|carp]] might kill him.  It also forces your Mason to get behind on Queues every time someone needs a trap build or a workshop set up.  Halting book-keeping doesn't slow down any production, so the original stat-spread can work out better.&lt;br /&gt;
&lt;br /&gt;
==== Items ====&lt;br /&gt;
The only thing you need is your anvil, a few stones and [[bar]]s of metal, everything else is optional. A point of contention is the [[Iron]] Axe you'll be making, as some may prefer it to be steel. Steel Bars cost 150, which is three times the cost of iron, and only provide a small damage bonus and no chopping speed bonus. If you start in an area with [[Limestone]] or [[Chalk]] you'll soon be able to smelt Steel with your functioning metalsmith shop anyway.  If you're on a map without trees, well, I suppose you don't need the axe at all.  But in that case you'd be better off taking the picks, dropping the anvil, and buying a few hundred logs.&lt;br /&gt;
&lt;br /&gt;
* 1 [[Anvil]] - this is what makes it all possible, and helps you get started faster.&lt;br /&gt;
* 3 [[Copper|Copper bars]] - these cost 10 each, and will be your picks. Three for the price of one, literally.&lt;br /&gt;
* 1 [[Iron|Iron bar]] - this costs 50, and will be your axe.  The 40 extra is worth it for the damage increase you get over copper or bronze.&lt;br /&gt;
* 2 [[Bituminous coal]] or [[Log]]s - you can smelt two coal into 4 fuel for the cost of 2 logs. Inexpensive at 3 each, one can afford to bring more.&lt;br /&gt;
* 4 cheap stone - [[bauxite]] is good, because it can be used to build magma floodgates.&lt;br /&gt;
&lt;br /&gt;
That's what you need to get started, but this is a guide for the items on your list. This build does not require or recommend bringing plump helmets due to their cost. Instead, encourage your dwarves to eat the turtles and meat out of the barrels and cook wine biscuits.  Your farms will be running amazingly quickly anyway, and for half the cost of a single helmet you can make feed several dwarves on baked beer. You'll get enough seeds from brewing the [[plump helmets]] soon enough.&lt;br /&gt;
&lt;br /&gt;
* 26 of [[Dwarven wine|Wine]], [[Dwarven rum|Rum]], [[Dwarven beer|Beer]] and [[Dwarven ale|Ale]]&lt;br /&gt;
* 36 of [[rock nut]]s, [[Plump helmet spawn]] and [[Pig tail]] [[seed]]s&lt;br /&gt;
* 11 [[turtle]]s - these hilarious little dudes are way better than the meat you usually set out with, what with all the bones they leave. I use these as 'before farming' rations and build up a good supply of bone [[bolt]]s. Shells are also valuable to have around.&lt;br /&gt;
* 1 of each other 2 cost meat, for extra empty barrels. Barrels cost 10, so getting any food below that can save you money.&lt;br /&gt;
* 2 [[Dogs]] - preferably war dogs or hunting dogs. Assign these to your Ranger. Bring a pair so you can make more dogs.&lt;br /&gt;
* 4 [[Leather]] - you need leather bags to process [[quarry bush]]es and to gather sand for glass. Four will be enough, and you can get it for only 20.&lt;br /&gt;
* 1 [[Horse]] - they're relatively expensive but will help you begin breeding horses faster, ''if'' you get a horse with your wagon.  Livestock are a valuable commodity for meat and bones, and you want as many of these possible 'emergency rations' on hand. Be aware that it is not guaranteed to get a horse pulling your wagon, especially when [[muskox|muskoxen]], [[camel|camels]] , [[donkey]]s and (sterile) [[mule]]s are also quite possible - check which animals are available, and see if your odds are improved any. Ending up with three different types of [[domestic animals]] is quite possible, making you unable to breed until a [[caravan]] or a [[migrant]] brings more of that one animal - or you trap some wild ones. Consider wisely.&lt;br /&gt;
&lt;br /&gt;
If you do it exactly as written, you will end up with a few points left over. Grab some extra food or upgrade one of your copper bars to an actual copper pick, if you want a faster start. These foodstuffs will last a very long time if managed properly, so get your farms going and start preparing for next year now.&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials.  Magma is ideal but large coal seams or a forest will also suffice.  A site with either limestone or chalk means nearly unlimited steel.  Any site with &amp;quot;sand&amp;quot; (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Failing these, any place with lots of rock, trees, and preferably sand will work fine.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
==== Dwarves &amp;amp; Skills ====&lt;br /&gt;
Unless you're trying a low-skills challenge, each dwarf should get the maximum possible number (currently 10) of skill boosts; remove a battle axe to free up needed points.  Individual preferences can be mighty handy; if you have a dwarf who likes steel, [[clear glass]], [[crossbow]]s, [[siege engine]] parts, or something else equally interesting, he's an ideal candidate for matching skills.&lt;br /&gt;
&lt;br /&gt;
* A Carpenter/Leader:  Points into Carpenter, Wood Cutter, and a bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal thoughts/preferences.&lt;br /&gt;
* A Mason/Mechanic:  Points into Mason, Building Designer, and Mechanic.  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist (assumes the site has at least some plants):  This dwarf will gather the plant material you need to brew drinks.  Points into Grower and Herbalist.  Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/Cook:  This dwarf is responsible for keeping your community fed and liquored up.  Points into Grower, Brewer, and (optionally) Cook.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
==== Items (all starts) ====&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
===== Items (fast start) =====&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
===== Items (moderate start) =====&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which normally takes about 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* 1 [[battle axe]] (at present, steel is the only option)&lt;br /&gt;
* few or no logs, unless the map has no trees&lt;br /&gt;
* with the points you save by not bringing an anvil, buy logs, bars of base metals you expect your site to lack, and (if needed) coal (for fuel and coke) and/or dolomite (for flux).&lt;br /&gt;
&lt;br /&gt;
===== Items (slow start) =====&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
== Everybody Mines Build ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 or more cheap picks.  Then, pick a site with sand or dirt or clay, which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same skilling up on sand and dirt.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
= Items for moods =&lt;br /&gt;
When a dwarf is taken by a [[strange mood]], they often need obscure material or they will go insane and die, possibly with severe consequences to an entire fortress.  Bringing along some of the harder to find ores ([[cassiterite]], [[sphalerite]], [[bismuthinite]], [[garnierite]]) and shells ([[cave lobster]], [[turtle]], 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 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 [[armor]], a crossbow and some bolts for free.&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.  Replace any of those skills with something civilian and they show up in street clothes. (This has only been tested in cases where the civilian skill was their new highest skill; it might work to give them minor civilian skills, especially administrator skills.)&lt;br /&gt;
&lt;br /&gt;
= Challenge Builds =&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43247</id>
		<title>40d:Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Well_guide&amp;diff=43247"/>
		<updated>2009-05-16T17:18:25Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: New section about areas with heavy rainfall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[well]] is an important part of any fortress. It gives you a source of [[water]] that doesn't dry up or freeze. It's indoors, so there's no threat from [[carp]], [[goblins]], or [[animal]]s. You can even use it safely during a [[siege]]. Using it provides your dwarves with happy [[thoughts]].&lt;br /&gt;
&lt;br /&gt;
Wells can be intimidating to build. Draining water from the surface can flood your fortress if you aren't careful. The first part of this guide tells you how to build a well by draining a [[pond]]. The second part tells you how to build a well by using a [[brook]], which is an unlimited water source and should be handled carefully.&lt;br /&gt;
&lt;br /&gt;
Draining from a [[river]] is not recommended, but can be done. That requires a [[reservoir]], since there's an unlimited supply of water entering the map. You will also want to control the water with [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
To build a well you will need a [[stone]] [[block]], a [[chain]] (or rope), a [[bucket]] and a [[mechanism]].&lt;br /&gt;
&lt;br /&gt;
==Pond Draining Technique==&lt;br /&gt;
&lt;br /&gt;
1. Mine a one-square wide tunnel to a place near the pond to be drained. &lt;br /&gt;
&lt;br /&gt;
 ~######&lt;br /&gt;
 ~#+++++&lt;br /&gt;
 ~######&lt;br /&gt;
&lt;br /&gt;
2. Figure out how many squares of water are in the pond. You will need the same number of empty tiles below your well. Stairs do count as empty. The well does not need to be on the same level as the water. &lt;br /&gt;
&lt;br /&gt;
3. Channel though the floor the the end of the tunnel. Your well will be on this tile, or directly below it. &lt;br /&gt;
&lt;br /&gt;
4. Dig a staircase down, just behind the channel. &lt;br /&gt;
&lt;br /&gt;
 ~########&lt;br /&gt;
 ~#.&amp;gt;+++++&lt;br /&gt;
 ~########&lt;br /&gt;
&lt;br /&gt;
5. Repeat this stair and channel pattern as far down as you need. If in doubt, make it a level deeper than you need. &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 ##.X#&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
6. If you run out of depth, just make the bottom wider. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #+++#&lt;br /&gt;
 #+.X#&lt;br /&gt;
 #+++#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
7. Almost ready to drain the lake! Check for any leaks. You might want to place a door behind the channel, as a precaution. &lt;br /&gt;
&lt;br /&gt;
8. From the surface, channel through the last square separating the pond from the tunnel. Wait for all the water to drain into the well.&lt;br /&gt;
&lt;br /&gt;
9. Build the well. You can make it anywhere above the water surface. You might want to widen the tunnel so more dwarves can access the well at once.       &lt;br /&gt;
&lt;br /&gt;
 ######&lt;br /&gt;
 #+++##&lt;br /&gt;
 Do++D+&lt;br /&gt;
 #+++##&lt;br /&gt;
 ######&lt;br /&gt;
&lt;br /&gt;
10. Install a door to seal off the dry lake. (Or use a wall, but this might cause a dwarf to trap himself in the lake bed.)&lt;br /&gt;
&lt;br /&gt;
===Style points===&lt;br /&gt;
&lt;br /&gt;
* Widen the area around the well, and make it a meeting hall. Smoothed or engraved walls and floors will make your dwarves happy. The well has to be in a stone layer, not soil.&lt;br /&gt;
&lt;br /&gt;
* Add a gap between the channel and the stairs, then construct walls in the gaps. This avoids the aesthetic problem of muddy stairs inside your well. Be careful, your well will need to be twice as deep. &lt;br /&gt;
&lt;br /&gt;
 #####&lt;br /&gt;
 #.OX#&lt;br /&gt;
 #####&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using ponds/pools in areas with heavy rain ==&lt;br /&gt;
&lt;br /&gt;
Heavy rain means that it rains many times per season, so much that it seems like the pools or rivers would overflow. Also means that your dwarves are wet most of the time if they work outside. Being in a region with heavy rain has one big advantage, your pools will refill in perhaps two seasons. This makes it easy to fill a cistern from one or a few pools, it will take a while, but it will fill. Aside from rain refilling murky pools, there is no way to actually collect rainwater in DF.&lt;br /&gt;
&lt;br /&gt;
==Tapping a Brook==&lt;br /&gt;
&lt;br /&gt;
A [[brook]] can be tapped to supply constant water for a well, if you have one in your area.&lt;br /&gt;
&lt;br /&gt;
'''WARNING:''' Trying this downstream from a waterfall doesn't seem to work; the [[water pressure]] it produces is too high, you &lt;br /&gt;
will flood your fortress (unless you use floodgates to control it).&lt;br /&gt;
&lt;br /&gt;
You'll need to understand the basics of digging, etc., as much is glossed over in this particular guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Dig out a room similar to the one below. It's easier if it's one [[z-axis|z-level]] above&lt;br /&gt;
the brook itself but that can be addressed several ways. The room itself could be different,&lt;br /&gt;
perhaps even just one square of a channel, where the well will be placed. Whatever you prefer.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-0&lt;br /&gt;
&lt;br /&gt;
	  ###+###&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #+++++#&lt;br /&gt;
	  #.....#&lt;br /&gt;
	  #######&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
OR&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 	   #+#&lt;br /&gt;
	   #.#&lt;br /&gt;
  	   ###&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Connect your [[channel]] from the room above to the brook as follows. The tunnels can be wider, longer,&lt;br /&gt;
and can drop a z-level or two if you need to by various methods. You'll need some way for the [[miner]]s to &lt;br /&gt;
get down here; access from other rooms on that z-level by [[door]], [[staircase]], whatever.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
z-1&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;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
@@@@@@@@@@@@@@@@@@@@@@@@@@@@&lt;br /&gt;
############################&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Mine the last two wall segments, your miners should easily outrun the water to the safety of a staircase/door. From&lt;br /&gt;
then on you should have a perpetual water source. It will fill the trench tiles to 7/7 but should not overflow&lt;br /&gt;
into your fortress proper, as the water is returned to the brook and thus the pressure does not build up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4. Build a well on one of the channel squares in your original room and cover the others with [[floor grate]]s/[[floor hatch]]es.&lt;br /&gt;
Or, if you chose the smaller room, build the well, you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Whale_shark&amp;diff=43223</id>
		<title>40d:Whale shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Whale_shark&amp;diff=43223"/>
		<updated>2009-05-16T13:18:04Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: typo fix, I'm pretty sure the actual file says whale shark, not shale shark.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Whale shark|symbol=W|color={{COLOR:6:0:0}}|bones=20|fat=10|skin=Yes|skulls=1|chunks=20|meat=20|biome=* [[Tropical]] [[ocean]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SHARK_WHALE]&lt;br /&gt;
	[NAME:whale shark:whale sharks:whale shark]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[AQUATIC][UNDERSWIM][IMMOBILE_LAND]&lt;br /&gt;
	[MODVALUE:3]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[PREFSTRING:gentle nature]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[BODY:BASIC_2PARTBODY:BASIC_HEAD:SIDE_FINS:DORSAL_FIN:TAIL:2EYES:HEART:GUTS:ORGANS:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL:slap:slaps:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[SIZE:20]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[CHILD:1][CHILDNAME:whale shark pup:whale shark pups]&lt;br /&gt;
	[FAT:10]&lt;br /&gt;
	[BIOME:OCEAN_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23969</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23969"/>
		<updated>2009-05-15T23:34:47Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
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== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
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==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
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== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
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: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
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:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
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::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
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== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
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== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
&lt;br /&gt;
Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
&lt;br /&gt;
One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
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:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
&lt;br /&gt;
How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
&lt;br /&gt;
The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
&lt;br /&gt;
And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
&lt;br /&gt;
I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
&lt;br /&gt;
When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done. I checked again after that workshop task was done and they apparently will do a workshop task but not the construct wall/floor. It most likely has to do with the coding that allow them to use a workshop when in a mood.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
&lt;br /&gt;
I don't know how to get images up here properly though.--[[User:Smjjames|Smjjames]] 23:34, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23968</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23968"/>
		<updated>2009-05-15T23:27:53Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
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:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== out of date ==&lt;br /&gt;
&lt;br /&gt;
relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
&lt;br /&gt;
== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
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== kids and alcohol ==&lt;br /&gt;
&lt;br /&gt;
gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
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==child abuse?==&lt;br /&gt;
&lt;br /&gt;
my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
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== Noble children don't become nobles right? ==&lt;br /&gt;
&lt;br /&gt;
I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
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== Happy to be free ==&lt;br /&gt;
&lt;br /&gt;
I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
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: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
&lt;br /&gt;
:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
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::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Child production ==&lt;br /&gt;
&lt;br /&gt;
Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
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== Triplets... ==&lt;br /&gt;
&lt;br /&gt;
Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unusual Family Structures ==&lt;br /&gt;
&lt;br /&gt;
Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Children strenght ? ==&lt;br /&gt;
&lt;br /&gt;
Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
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:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
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:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
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:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
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Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
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One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
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:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
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How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
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And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
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I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
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When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;br /&gt;
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== What the heck, children can be assigned jobs? ==&lt;br /&gt;
I don't know whether this is a fluke or what, but after using Dwarf Manager to assign all dwarves the masonry task to quickly complete something and after I did that, I noticed that two of the kids were working in the masonry shop. If you don't believe me, look at the screenshot. No idea if this is a bug/exploit or what. I'm not planning on keeping the jobs there on the kids once that quick project is done.&lt;br /&gt;
[IMG]http://img.photobucket.com/albums/v214/smjjames/Untitled-6.png[/IMG]&lt;br /&gt;
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I don't know how to get images up here properly though.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23967</id>
		<title>40d Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Children&amp;diff=23967"/>
		<updated>2009-05-15T12:18:21Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
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&lt;div&gt;Dwarves will get married? I thought only immigrants could be married, when the arive at the fort?&lt;br /&gt;
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&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Doler 12|Doler 12]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dunno about that! but I did rewrite the article. Hope the formal wikipedia style isn't too far out of whack here, [[User talk:GarrieIrons|slap me]] if I need it.[[User:GarrieIrons|GarrieIrons]] 06:19, 5 February 2008 (EST)&lt;br /&gt;
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:Dwarves can get married at any point, if they like each other enough. Does anyone know if dwarves will ever not 'forgo any formal arrangements'? Someone better than me should write a marriage page. --[[User:Niaba|Niaba]] 12:27, 12 April 2008 (EDT)&lt;br /&gt;
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::see [[Marriage]] [[User:Twiggie|Twiggie]] 13:16, 16 April 2008 (EDT)&lt;br /&gt;
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== out of date ==&lt;br /&gt;
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relationships and marriage has been added recently, so this ought to updated to reflect the new, less mysterious process.&lt;br /&gt;
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== How many children again? ==&lt;br /&gt;
Hmmm 25 children and only 10 dwarves... Maybe unleashing that dragon was a bad idea.&lt;br /&gt;
:You think that's bad? 241 dwarves, 70 children.  I'm making an entire village outside for all of them... when you hit the pop cap, they keep having babies (until 100 if the init.txt is unedited), but you get no actual labor from migrants.  It's getting exceptionally annoying in here... 12 years in game, and only 2 children have graduated to peasants. --Gotthard 12:11, 26 October 2008 (EDT)&lt;br /&gt;
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== kids and alcohol ==&lt;br /&gt;
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gotta love em when they lift up the whole 56 weight barrel... and thats from as young at two as well ^_^ [[User:Twiggie|Twiggie]] 08:53, 18 April 2008 (EDT)&lt;br /&gt;
:The newborns in my fortress &amp;quot;need alcohol to get through the working day&amp;quot;. Must come from their mum the Mayor being still on active duty and having one baby per year every year of the fortress so far. Kinda sucks that my most reliable means of &amp;quot;alcohol production&amp;quot; so far is trading in &amp;quot;narrow giant cave spider silk socks (600)&amp;quot; for sly grog!09:07, 29 June 2008 (EDT)&lt;br /&gt;
::Actually the quote from the (I guess toddler) is &amp;quot;She needs alcohol to get through the working day and has gone without a drink for far, far too long&amp;quot;![[User:GarrieIrons|GarrieIrons]] 09:09, 29 June 2008 (EDT)&lt;br /&gt;
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==child abuse?==&lt;br /&gt;
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my child has a broken upper leg... idk how it happened :( my guess is  one of its parents hit it really hard, or one of them sat/laid on top of it in bed - that family often has all four of them in the same bed. [[User:Twiggie|Twiggie]] 08:48, 19 May 2008 (EDT)&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;:(&amp;lt;/nowiki&amp;gt; nobody wanted to feed the kid, or bring it water, so it went melancholy within a year. [[User:Twiggie|Twiggie]] 10:15, 19 May 2008 (EDT)&lt;br /&gt;
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== Noble children don't become nobles right? ==&lt;br /&gt;
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I was amazed a noble gave birth. I want princesses and princes, even though they will have beards.--[[User:Seaneat|Seaneat]] 21:17, 2 July 2008 (EDT)&lt;br /&gt;
:I've not seen it personally, but the exact opposite is said to be the case. Due to a dwarf's value being set in an economy by how much work they do and their children's value supposedly being a function of both their parent's until they come of age, Noble children end up being paupers since their parents don't need to do any work/get stuff for free for merely being nobles. --[[User:Kyace|Kyace]] 07:05, 3 July 2008 (EDT)&lt;br /&gt;
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== Happy to be free ==&lt;br /&gt;
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I recently had a kidnapper make off with a baby (despite the only entrance to my fort being cage-trapped - NB. it is not safe for baby-carrying women to be Mechanics!), and the child in question currently has a single thought: &amp;quot;She is happy to be free.&amp;quot;. Free from the oppressive shackles of dwarven society, I guess. Perhaps the goblins make more toys than I do! --[[User:Raumkraut|Raumkraut]] 15:22, 13 July 2008 (EDT)&lt;br /&gt;
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: Maybe it's just a &amp;quot;joke&amp;quot; from Toady. Or maybe the baby manage to escape the goblin's lair, but it seems strange in the current version (38c).&lt;br /&gt;
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:: I just had one kidnapped and was expecting the parents to get a negative thought. (didn't see one) And I also saw the happy to be free bit under the child. When i zoomed to it though it showed the spot where the kidnapping took place. Probably a bug.--[[User:Silver|Silver]] 15:41, 7 August 2008 (EDT)&lt;br /&gt;
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:I actually believe this is a way to stabilize the child's mood so it doesn't abruptly throw a tantrum when kidnapped and break something.  Happy to be free is an outstandingly powerful happy thought (+1000 where ecstatic is +50), usually used to give people a break from unhappy prisoners getting out of jail.  By tacking on happy to be free, Toady is essentially locking in the child's mood so it behaves predictably helplessly when kidnapped. --[[User:ThunderClaw|ThunderClaw]] 17:20, 30 October 2008 (EDT)&lt;br /&gt;
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::I noticed the &amp;quot;happy to be free&amp;quot; thought in a baby that was actually freed after its kidnapper was taken down by dogs.  (It happened automatically once the bag was dropped.)  Maybe generating the happy thought before it gets out of the bag is just a bug.--[[User:Maximus|Maximus]] 18:09, 30 October 2008 (EDT)&lt;br /&gt;
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== Child production ==&lt;br /&gt;
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Hmm, seems that idle dwarves gave birth to more baby than others. I've got a nervous system-injured dwarf that do nothing else that wander in the meeting hall, and she have 4 children. It should be related to the relationships, because this dwarf is competent in all the the relationship skills... anyone can confirm ? (sorry for my imperfect english) [[User:Timst|Timst]] 10:12, 14 July 2008 (EDT)&lt;br /&gt;
:I also have a nervous system-injured dwarf wounded from sparring who's beginning to have children.  She's the only one so far with the injury or children. --[[User:FloodSpectre|FloodSpectre]] 17:28, 24 August 2008 (EDT)&lt;br /&gt;
:My duchess has had 6 children so far, and she sits around all day whining for more platinum items.  My legendary siege builder had no children until she hit legendary (and now does nothing) and started to have kids.  However, I have had kinds from my 2 miners (whi NEVER stop mining) but they seem to stick at one until it gets to child status, and then have another. --Gotthard 12:13, 26 October 2008 (EDT)&lt;br /&gt;
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== Triplets... ==&lt;br /&gt;
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Small fortress, 50 dwarves and suddenly &amp;quot;Tirist Dwarfeddwarves has given birth to triplets&amp;quot;... Of course it was military dwarfess... The article page says nothing about huge dwarven litters. --[[User:Someone-else|Someone-else]] 11:19, 24 July 2008 (EDT)&lt;br /&gt;
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== Unusual Family Structures ==&lt;br /&gt;
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Playing in Adventure mode, I asked a child about his family. He told me about his grandmother, who moved to some city in some year, and later slew a wolf. Then the child added, &amp;quot;She is also my aunt.&amp;quot; o.O --[[User:RomeoFalling|RomeoFalling]] 16:04, 26 October 2008 (EDT)&lt;br /&gt;
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== Children strenght ? ==&lt;br /&gt;
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Are children -not only dwarves but all creatures- weaker than the adults ? It seem logical, but I've never read anything about it. [[User:Timst|Timst]] 04:23, 30 October 2008 (EDT)&lt;br /&gt;
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:The only way I can think to test it is to have your dwarves haul some heavy things (&amp;gt;2000Γ) to the depot and see if the children do it slower than the adults.  My bet would be no, though if not, Toady's bound to fix it sooner or later.--[[User:Maximus|Maximus]] 18:17, 30 October 2008 (EDT)&lt;br /&gt;
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:: Well, by strenght, I also meant damage resistance and etc... eg ; is a puppy less resistant than a dog ? Is a young giant eagle less deadly than a full-grown one ? [[User:Timst|Timst]] 18:27, 30 October 2008 (EDT)&lt;br /&gt;
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:::(jarred memory) Oh yes -- children are about 2/3s the size of adults (going by how much meat you get from butchering them), and size is a big factor in combat.  So, yes, children are weaker.--[[User:Maximus|Maximus]] 13:15, 2 November 2008 (EST)&lt;br /&gt;
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:I don't think there is much difference, my chilren at 'superdwarvenly tough' seem to take as many iron bolts to die a their older relatives.  I've had a couple of my children (of which I have 90+) fight off Goblins in hand-to-hand combat, but they won't engage unless they are caught.  Frankly, overall children will end up BEING stronger, stat wise, due to talking all the time, compared with older folk who have jobs, but that is not inherent to children themselves. --Gotthard 22:57, 2 November 2008 (EST)&lt;br /&gt;
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== &amp;quot;abandoned&amp;quot; baby ==&lt;br /&gt;
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Can a baby die of starvation/thirst if the mother is injured and unable to retrieve them? [[User:Random832|Random832]] 17:02, 30 October 2008 (EDT)&lt;br /&gt;
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:I don't believe babies receive food or drink at all (this leads to the &amp;quot;has not had a drink in far too long&amp;quot; message by the end of their infancy).  It's possible that would change when the baby is not carried by the mother, but frankly, I'd be surprised.--[[User:Maximus|Maximus]] 18:14, 30 October 2008 (EDT)&lt;br /&gt;
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== No Profession? ==&lt;br /&gt;
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One of my children finally grew up to be a real, manly, dwarf farmer. Except that, despite having proficient skill in growing, he is considered a peasant. [[User:Milskidasith|Milskidasith]] 14:13, 11 November 2008 (EST)&lt;br /&gt;
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:Hm.  I remember in older versions my harvesting children, upon reaching adulthood, became farmers.  Does he have Proficient or higher [[broker skills]]?  Once his farming skill exceeds them, his profession ought to change.--[[User:Maximus|Maximus]] 14:37, 11 November 2008 (EST)&lt;br /&gt;
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::His highest broker skill is competent intimidation. [[User:Milskidasith|Milskidasith]] 14:59, 11 November 2008 (EST)&lt;br /&gt;
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:::Confirmation, I have a peasant former-child who has novice grower and has not become a farmer.  He has higher social skills of course, but that never interfered with the promotion of regular peasants to other professions afaik. --[[User:Squirrelloid|Squirrelloid]] 10:58, 4 December 2008 (EST)&lt;br /&gt;
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:::Update: said peasant became a grower when his Siege Operating reached novice... despite them both being the same level...  I don't get it... --[[User:Squirrelloid|Squirrelloid]] 12:33, 4 December 2008 (EST)&lt;br /&gt;
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== The bones of the young ==&lt;br /&gt;
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How many bones do you get from a dwarven baby? This seems odd and I find no page for the &amp;quot;baby&amp;quot; dwarf here on the wiki so.. it's like this:&lt;br /&gt;
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The baby and her mother were attacked by goblins. An arrow tore the babys hand clean off and then they killed the mother and the child. I always (f)orbid the dwarves from touching the corpses after they're buried since I suspect they will steal the bones and make bolts out of them. Now I noticed that for some reason in the baby grave there is 1 skull and 2 bones. Does the body give 1 bone and the hand 1? Or does the body give 2 and they never retrieved the hand?&lt;br /&gt;
Is this all a bug? [[User:Aspgren|Aspgren]] 03:48, 23 December 2008 (EDT)&lt;br /&gt;
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:The current understanding is that young creatures have 2/3s the size (and therefore bones) of adults.  Babies might be distinct from children, however -- 1/3 size?  That would make dwarven babies size 2, 'cause adult dwarves are size 6.--[[User:Maximus|Maximus]] 22:25, 22 December 2008 (EST)&lt;br /&gt;
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::That makes sense. Thanks! - [[User:Aspgren|Aspgren]] 06:48, 23 December 2008 (EDT)&lt;br /&gt;
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== Birthdays? ==&lt;br /&gt;
&lt;br /&gt;
Is there any way to determine the birth date of a Dwarf, short of writing it down manually when a child is born?  The information must be stored by the game, since infants do become children and then adults. I've been unable to find anything more specific that the relationship tags (''younger'' brother, ''oldest'' daughter, etc.), which are pretty vague.&lt;br /&gt;
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And are children more likely to organize parties near their birthday?  --[[User:Oddrune|Oddrune]] 15:30, 5 February 2009 (EST)&lt;br /&gt;
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== Nudists ==&lt;br /&gt;
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I took a look at the children in my fort and noticed that they are all '''NAKED'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
Perhaps it should be added to the article? The only things the children had in their inventory was mud, vomit and blood splatter. Which I guess means they hang around the barracks alot.  --[[User:Aspgren|Aspgren]] 00:05, 8 February 2009 (CET)&lt;br /&gt;
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== Can't change parent's jobs ==&lt;br /&gt;
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When there's a dwarf you want to change a job on, but she's carrying a baby, you can't access her v-&amp;gt;p menu.The baby's v-&amp;gt;p menu takes precendence. Is this an oversight? [[User:Blargityblarg|Blargityblarg]] 09:24, 15 May 2009 (UTC)&lt;br /&gt;
:Press v again, this should switch to the mother instead of her baby. When there are multiple creatures layered on top of each other, pressing v should switch between them. Unless you are doing that and it is happening as you described. The Dwarfmanager utility can help you out here if you want to use it. --[[User:Smjjames|Smjjames]] 12:18, 15 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18496</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18496"/>
		<updated>2009-05-14T18:25:14Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Fixing Denspb's accidential deletion of my signature.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
&lt;br /&gt;
== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;br /&gt;
:: It seems that when dwarves are assigned a job to load a trap, they will pick up stone closest to their current location, not closest to trap. --[[User:Denspb|Denspb]] 18:16, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21444</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=21444"/>
		<updated>2009-05-14T14:30:17Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: Who knows, it may happen. DF has a long way to go in development.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across the [[world]], '''trees''' can be found littering the landscape. They are a great renewable source of [[wood]], but never a source of food in Dwarf Fortess (it is currently{{version|0.28.181.40d}} not possible to harvest mangos, maple syrup, rubber, nuts, etc.).However,  in the future, it may be possible to harvest from trees, they are only a wood source for now. There are many different varieties that grow in different [[biomes]]. While [[tower cap]]s grow indoors, every other variety occurs only outdoors.&lt;br /&gt;
&lt;br /&gt;
''Trees'' are a type of [[map tile]], not [[construction]]s, similar to solid [[rock]] or [[bush]]es. They must be designated for removal from the [[designations|{{Key|d}}esignations menu]] chop {{k|t}}rees, which will instruct [[dwarves]] with the [[woodcutter]] skill to grab an [[axe]] and begin chopping down the tree.&lt;br /&gt;
&lt;br /&gt;
Trees grow from saplings, which start growing randomly on tiles of a suitable biome. Saplings can be destroyed by heavy [[traffic]]. To grow from a sapling to a tree takes about a year and a half.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one tile above look like coloured [[stone]] [[block]]s floating in the air. Also, deciduous trees will change colour to red or yellow in [[autumn]], and lose their leaves in [[winter]]: {{tile|╞|#770}}.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near [[elf|elven]] settlements. It is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by [[magma]] or [[fire]] (nor will [[water]] damage them in any way).&lt;br /&gt;
Saplings can 'drown' in water and magma, though.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Tree Name &lt;br /&gt;
! Habitat !! Tile !! Alignment !! Density (Weight) !! Deciduous&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mangrove&amp;quot;|Mangrove&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (Wet)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;saguaro&amp;quot;|Saguaro&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt; || {{tile|╞|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;pine&amp;quot;|Pine&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↑|green|black}} || All || 560 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;cedar&amp;quot;|Cedar&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↨|green|black}} || All || 380 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;oak&amp;quot;|Oak&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 700 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mahogany&amp;quot;|Mahogany&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;acacia&amp;quot;|Acacia&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;kapok&amp;quot;|Kapok&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;maple&amp;quot;|Maple&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 755 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;willow&amp;quot;|Willow&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt; || {{tile|⌠|green|black}} || All || 420 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;tower-cap&amp;quot;|[[Tower-cap]]&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Subterranean Water (Wet)(Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 600 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;glumprong&amp;quot;|Glumprong&lt;br /&gt;
| Not Freezing (Dry) || {{tile|┤|green|black}} || &amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; || 1200 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;feathertree&amp;quot;|Feather tree&lt;br /&gt;
| Not Freezing (Dry) || {{tile|♣|green|black}} || &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; || 100 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;highwood&amp;quot;|Highwood&lt;br /&gt;
| Not Freezing (Dry) || {{tile|¶|green|black}} || &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt; || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;larch&amp;quot;|Larch&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt; || {{tile|↑|green|black}} || All || 590 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;chestnut&amp;quot;|Chestnut&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 500 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;alder&amp;quot;|Alder&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 410 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;birch&amp;quot;|Birch&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♣|green|black}} || All || 670 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;ashtree&amp;quot;|Ash&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|♠|green|black}} || All || 620 || Yes&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;candlenut&amp;quot;|Candlenut&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;mangotree&amp;quot;|Mango tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;rubbertree&amp;quot;|Rubber tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;cacaotree&amp;quot;|Cacao tree&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|-&lt;br /&gt;
! id=&amp;quot;palm&amp;quot;|Palm&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt; || {{tile|Γ|green|black}} || All || 500 || No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18494</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18494"/>
		<updated>2009-05-14T01:28:22Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
&lt;br /&gt;
Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
&lt;br /&gt;
: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
&lt;br /&gt;
its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
&lt;br /&gt;
''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
&lt;br /&gt;
I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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&lt;br /&gt;
== weapon trap ==&lt;br /&gt;
&lt;br /&gt;
anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
&lt;br /&gt;
== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
&lt;br /&gt;
[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
&lt;br /&gt;
Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
&lt;br /&gt;
:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.&lt;br /&gt;
--[[User:Smjjames|Smjjames]] 01:28, 14 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18493</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18493"/>
		<updated>2009-05-14T01:28:02Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
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&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
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[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
::::: I think traps have a chance to trigger against theives, not an absolute yes or no. Also, remember that a citizen going unconscious on a trap will trigger it. The reason animals do so is because they ignore traffic designations, of which I presume traps create an invisible 'no sleep' tile. I've tested locking a dwarf in a room where the entire floor space was covered with traps, they starved to death before sleeping on the traps. However, if a dwarf is knocked unconscious by fighting or a bridge, then they will still trigger traps. [[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 23:43, 13 May 2009 (UTC)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
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How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
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How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
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:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
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Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
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as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
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Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
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:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
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I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
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It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
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:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
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I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
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Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
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Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
&lt;br /&gt;
== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;br /&gt;
:Sure they reload them, just not with the same stone.  Because dwarves are stupid like that.  I just dump the excess stones once they get annoying enough.  --[[User:Corona688|Corona688]] 23:47, 13 May 2009 (UTC)&lt;br /&gt;
:: Apparently so. Anyways, it was looking like the stones were actually blocking the traps from working right, so I cleared them anyway. Those goblin seiges are pretty skittish, once they take a few casualties from my traps, they run like chickens.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18489</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18489"/>
		<updated>2009-05-13T21:56:03Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
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I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
:Yes.  I've had a bronze colossus trapped in an Ashen Cage before.  I don't think creatures care what you trap them in.--[[User:Dadamh|Dadamh]] 14:59, 29 May 2008 (EDT)&lt;br /&gt;
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== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
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: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
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==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
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On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
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It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
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==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
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I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
:Do spike traps stop functioning if a corpse gets stuck in them, or can you just retract and continue using as usual?  [[User:Gairabad|Gairabad]] 13:11, 9 December 2008 (EST)&lt;br /&gt;
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==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
::I've killed fire imps and magmamen with stone fall traps --[[User:Strangething|Strangething]] 01:20, 19 July 2008 (EDT)&lt;br /&gt;
:I've caught native fire imps in cage traps loaded with green glass terrariums. [[User:Rkyeun|Rkyeun]] 21:42, 4 August 2008 (EDT)&lt;br /&gt;
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==Trolls and Cages==&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
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==Thieves and trap avoidance==&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
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:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
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::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
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:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
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== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Lordmick134|Lordmick134]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
How much ammo gets loaded into a crossbow trap? I have 10 individual bolts in one and a stack of 39 in another. [[User:HeWhoIsPale|HeWhoIsPale]] 09:48, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I assume they load it with whatever stack is close at hand.  They'd probably load it with a 1-er if you don't forbid used ammo.--[[User:Maximus|Maximus]] 12:07, 24 November 2008 (EST)&lt;br /&gt;
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== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;br /&gt;
&lt;br /&gt;
as said above, some creatures that spawn on the map dont seem to be caught in traps. however, i successfully caught and with the dugeon master, tamed, a giant cave spider that was living in my chasm. I designated it as available for a pet. a legendary engraver adopted it, so i drafted him and am training him up now. hopefully the giant cave spider that now follows him everywhere will be happy to defend its owner against goblins. megabeasts that spawn and attack you can be caged, in fact, its the easiest way by far to deal with them. some, like dragons can then be tamed. im assuming your etin and minotaur fall under the aforementioned bug... try a later game version. --[[User:FruityBix|FruityBix]] 13:04, 20 September 2008 (EDT)&lt;br /&gt;
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==Weapon Trap Jamming==&lt;br /&gt;
The page says crossbow weapon traps don't jam, but what about a trap with a crossbow and a melee weapon? Does the crossbow still fire if the trap jams? Or does a trap have to be pure crossbows to avoid jamming? --[[User:Strangething|Strangething]] 01:21, 19 July 2008 (EDT)&lt;br /&gt;
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:Well, it jams in my experience as of 40d, I tried mixed trap, when something jams, the whole trap stops [[User:TettyNullus|TettyNullus]] 18:26, 30 November 2008 (EST)&lt;br /&gt;
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== Trap betrayals? ==&lt;br /&gt;
&lt;br /&gt;
Has anyone else been betrayed by their own traps? I had a dog and a crossbowman killed by weapons traps. Serrated iron disks ripped through their bodies like the bloody tusks of enraged elephants.&lt;br /&gt;
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Correction. A dog, a crossbowman, and a miner. Will the slaughter never end?--[[User:Amenos42|Amenos42]] 12:08, 30 July 2008 (EDT)&lt;br /&gt;
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I've noticed that traps tend to fire on people/animals with injuries.  They've killed lots of 3 legged dogs for me, and a soldier that was dragging himself off the field.&lt;br /&gt;
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: Traps will (also) trip for any and all unconscious individuals. That may be or be one of the reasons. [[User:Drawf irons|Drawf irons]] 20:53, 4 August 2008 (EDT)&lt;br /&gt;
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::Does that include dead individuals? And is it possible to get my dead dog out of his cage? --[[User:Groveller|Groveller]] 01:32, 14 August 2008 (EDT)&lt;br /&gt;
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:::Mark it for dumping? That's usually the solution as to how to get anything out of anywhere! --[[User:Raumkraut|Raumkraut]] 09:34, 16 August 2008 (EDT)&lt;br /&gt;
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== Cage Trap Question ==&lt;br /&gt;
&lt;br /&gt;
I recently received the message that there was a goblin snatcher in my fortress. It zoomed the page to one of the 3 cage traps. I took the game off pause and it gave me the same message again. Now I have two cave traps sprung, and when I press &amp;quot;k&amp;quot; and go over them, one says : &amp;quot;goblin cage (Larch)&amp;quot; and the other says &amp;quot;Goblin cage(nickel)&amp;quot;. Does this mean I have successfully caught the scoundrels? Or are they still at large?&lt;br /&gt;
&lt;br /&gt;
:If there is a flashing 'g' then yes, if no than It could be possibly a bug.[[User:Hoborobo|Hoborobo]] 08:25, 10 August 2008 (EDT)&lt;br /&gt;
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== Stone Fall Update: Watch Out!! ==&lt;br /&gt;
&lt;br /&gt;
This is as of release '''0.28.181.39f''': in the past hour I saw two of my own dwarves - both normal healthy members of society - get killed in two different stone fall traps I'd had set up.  Clearly, the old rule that dwarves are immune to their own traps is no longer entirely accurate...unless there's a bug going on here?  Has anyone else fallen prey to this occurrence? [[User:Grand marquis|Grand marquis]] 06:31, 16 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See two sections up. :P Anything unconscious will trigger traps currently - did those dwarves fall asleep on the trap square maybe? I've changed the section on triggering traps, so it gives at least a little hint that backfiring is now possible! --[[User:Raumkraut|Raumkraut]] 09:33, 16 August 2008 (EDT)&lt;br /&gt;
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== Room of Spiky Death ==&lt;br /&gt;
Alright, after a long, long time, I finally got myself a gross(144) of menacing green glass spikes. I'm planning to put them in airlock area of my castle, so that I can trap the goblins who have been annoying me and spike them to death. Each trap will use ten spikes, and there are 14 of them. There's an animal planted as bait, and once I raise both draw bridges, there's no way out. Can anyone tell me if there is something I should know before embarking on this death spree? -[[User:Cypress|Cypress]] 14:47, 20 August 2008 (EDT)&lt;br /&gt;
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Yes. Be prepared for blood. lots and lots of blood. also, it will be awesome.--[[User:Jackrabbit|Jackrabbit]] 00:56, 15 September 2008 (EDT)&lt;br /&gt;
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== Stop dwarves from automaticaly cleaning traps and getting killed. ==&lt;br /&gt;
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its in the title. first big siege comes in, hits the first line of traps in my entry hall of death, and then half the fortress runs out en mass to clean them, getting killed by the goblins in front and the ballista bolts from behind. they also block my military from getting past. this is agonizing! children, peasants, legendary craftsdwarves and nobles all are susceptible. aaaaarrrrrrggh! --[[User:FruityBix|FruityBix]] 17:35 30 September 2008 UTC&lt;br /&gt;
:Lock the doors. --[[User:GreyMario|GreyMaria]] 22:49, 20 September 2008 (EDT)&lt;br /&gt;
:Forbid the traps, at least until the siege is over.  --[[User:Smartmo|Smartmo]] 17:20, 6 May 2009 (UTC)&lt;br /&gt;
:Build the traps well outside (removing the roof and rebuilding with blocks still counts as &amp;quot;outside&amp;quot;), and forbid your dwarves to go out. [[User:Qwertyu|Qwertyu]] 12:17, 7 May 2009 (UTC)&lt;br /&gt;
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== Caged Creatures and Loot ==&lt;br /&gt;
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''In this case remove the poor fellow using the goblin's inventory screen.''&lt;br /&gt;
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I just caught my first goblin in my outer line of defenses! It wasn't even complete yet. *dances* Only, I can't seem to access the bugger's inventory screen. How get his goods off him without killing him? --[[User:RomeoFalling|RomeoFalling]] 04:12, 7 November 2008 (EST)&lt;br /&gt;
:Mark the bag (or whatever) he's holding for dumping via the stocks screen. [[User:HeWhoIsPale|HeWhoIsPale]] 09:29, 7 November 2008 (EST)&lt;br /&gt;
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== weapon trap ==&lt;br /&gt;
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anyone got a good combo for a weapon trap setup? I have magma so my last line of defense is a 3x3 grid of serrated green glass disk weapon traps- with ten each. It is generally a one-hit-kill, if they make it past my cage trap field. Anyway, share some good weapon combos here. Good meaning easily producible yet deadly, or really effective.--[[User:Destor|Destor]] 00:47, 5 December 2008 (EST)&lt;br /&gt;
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: Bone crossbows trap, nuff said, all you need are some stones, and breeding pairs, and off ya go. Might be a bit high-maintance, but it never jams, and as long as you still have animals and stone around, you can make more of 'em, and fill 'em with just animals. -- [[User:TettyNullus|TettyNullus]] 01:46, 8 December 2008 (EST)&lt;br /&gt;
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:I tend to do 2-3 of whatever weapon I've got on hand per trap.  This is usually either glass weapons that I've been making to train a glassmaker or silver or copper weapons that I've been training a weaponsmith on.  Weapon traps reset quickly between attacks, so a line of 2- or 3-weapon traps 3-4 deep is usually plenty.  And why go through the trouble of reloading traps just to avoid an occasional jam?  Save your bone bolts for training marksdwarves.  IMO.--[[User:Maximus|Maximus]] 23:07, 8 December 2008 (EST)&lt;br /&gt;
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::Metal tend to be in short supply in early fortresses, and those with lack of wood to burn through. Beside the jamlessness is just a bonus, nicely balanced by the difficulity of keeping it supplied. Breeding pairs of animals are cheap and counts as renewable resource, they provides food, leather and bone, as long as there're enough breeding pairs to keep going. Animal husbandery can be slightly complicated with a -lot- of animals but the benefit is you have armour, weapon and food resource no matter where you go ( And as long as there're enough of 'em to breed ). It's really more player preference and avaliable resources so YMMV! (Plus last I recall, the only weapons that can be made with bones are crossbows, at least in vanilla DF using dwarves, correct me if I'm wrong, since some maps don't have woods. And some don't have stones but at least you can arm your guys with bone and leather equipments) -- [[User:TettyNullus|TettyNullus]] 01:30, 10 December 2008 (EST) ed: forget to say that I've had sieges big enough to run through 5 deep of fully loaded glass disc traps, that'd be stopped almost completelly by fully loaded crossbow traps with even bone bolts, but maybe I've just been lucky.&lt;br /&gt;
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== Dwarven Flame Belcher ==&lt;br /&gt;
&lt;br /&gt;
I'm modding DF to support a flamethrower trap component, and I was wondering whether 'charcoal' is an acceptable ammunition. More specifically, I'm curious what the proper name for refined coal is.&lt;br /&gt;
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[ITEM_TRAPCOMP:ITEM_TRAPCOMP_FLAMEBELCHER]&lt;br /&gt;
[NAME:flame belcher:flame belchers]&lt;br /&gt;
[ADJECTIVE:dwarven]&lt;br /&gt;
[DAMAGE:100:HEAT]&lt;br /&gt;
[WEIGHT:200]&lt;br /&gt;
[HITS:1]&lt;br /&gt;
[CRITBOOST:1]&lt;br /&gt;
[MATERIAL_SIZE:4]&lt;br /&gt;
[RANGED:CROSSBOW:CHARCOAL]&lt;br /&gt;
[METAL]&lt;br /&gt;
&lt;br /&gt;
It's designated as a crossbow because I don' know if RANGED will work without a skill. And so crossbow users in adventure mode can have fun. --[[User:RaguCat|RaguCat]] 14:13, 11 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you wanted to be really awesome, you'd have Naptha produceable at an alchemists, and use Naptha as fuel.  I suppose you could have Naptha be made from coke and soap, although really you'd need some oil too... but adding oil to the game sounds complicated. --[[User:Squirrelloid|Squirrelloid]] 15:06, 11 December 2008 (EST)&lt;br /&gt;
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== Spike Trap hit falling goblin ==&lt;br /&gt;
&lt;br /&gt;
I had a spike trap surrounded by walls that I would drop gobbos on from 6 z-levels above; the idea was to stun them and then have a dwarf grind them to death.  However, the first goblin I dropped died on impact (previous goblins did not) and got stuck in the spike trap.  The trap wasn't being operated at the time.  Has spike impact been added? --[[User:LucienSadi|LucienSadi]] 18:22, 22 December 2008 (EST)&lt;br /&gt;
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== Friendlies ''completely'' immune to traps? ==&lt;br /&gt;
&lt;br /&gt;
Unless I'm mistaken, except in a few cases, friendlies are immune to traps; if a friendly unit is on the same tile as a trap and an enemy triggers the trap only the enemy will get hurt. Right? --[[User:Xonara|Xonara]] 01:24, 4 January 2009 (EST)&lt;br /&gt;
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== Traps + Caravans = very bad ==&lt;br /&gt;
&lt;br /&gt;
Today, I had an elven caravan run into my weapon traps... they all died... this may be because they were wounded from goblin ambush but it is still kind of weird, is this a bug? or is it supposed to happen?&lt;br /&gt;
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Correction: happened twice, first the elven, then a human caravan was ambushed and the same thing happened when they tried to flee to my fortress&lt;br /&gt;
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:Friendly units can be caught in traps if they lose consciousness, which would usually be due to wounds.  Although it could also happen if a dwarf with no bed happened to go to sleep on a trapped tile. --[[User:FunkyWaltDogg|FunkyWaltDogg]] 05:30, 31 March 2009 (UTC)&lt;br /&gt;
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== Caged Dwarfs not immortal ==&lt;br /&gt;
&lt;br /&gt;
So the bit about trapping berserk ones instead of killing them needs to be updated out of existence.  I fiddeled with a rewrite where in I tried to say it myself, but I'm not very good, so I didn't post it.&lt;br /&gt;
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== Stonefall traps not being reloaded?==&lt;br /&gt;
I don't know what is going on, but in my game, some of the stonefall traps don't seem to get reloaded since they show a whole bunch of stone on top of it which blinks as it should when icons are on top of each other, however, I'm not sure if this is normal or not.--[[User:Smjjames|Smjjames]] 21:56, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37776</id>
		<title>40d Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37776"/>
		<updated>2009-05-13T20:53:24Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was attacked by these guys in my fortress, and the attacks seemed to co-incide with a kobold raid, are they actually smart enough for diplomacy or was it a coincidence? (around 10 of them, 3 kobold thieves, good practice for my new military) ---Major&lt;br /&gt;
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It was coincidence they attacked at same time--[[User:ThVaz|ThVaz]] 05:35, 20 February 2008 (EST)&lt;br /&gt;
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== Ouch! ==&lt;br /&gt;
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In a recent game, a pack of these raided my outpost very early in the game (before I had moved all my stuff into secure stockpiles).  They stole several things, including the rope I'd bought so I could build a well as early as possible.  Well, I wasn't going to stand for that, so I activated my entire military (all of whom were novice wrestlers or better) and unleashed them on the monkey menace...&lt;br /&gt;
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Who then managed to kill one of my dwarves!  &lt;br /&gt;
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Fortunately it was my &amp;quot;miscellaneous crafts dwarf&amp;quot; rather than anyone critcal like a miner/woodcutter/farmer, but it was quite a shock and a setback to lose someone so early on.  (Although part of a pattern I seem to be getting lately of losing someone within the first year: first a fisherdwarf drowning (dragged in by a long nosed gar, I think), then this macaque murder, and more recently a couple of fire imp attacks). [[User:Iapetus|Iapetus]] 18:40, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
A tip I'd give you for that is to have a [[Bowyer's_workshop|Bowyer's workshop]] and make wooden crossbows, and craft some wooden arrows, this is if wood is plentiful, it can also be done with bone. Crossbows would scare them off more readily I think, I'm not sure on that. As for the topic, the macques would have fluked a kill, by attacking instead of their usual fleeing. Rare, but not as rare as a hoary marmot killing a dwarf, which I have had happen. Goes to show anything can kill when it gets lucky. --[[User:Major sephiroth|Major sephiroth]] 22:56, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For a different version of &amp;quot;Ouch&amp;quot;: I was trying an outdoor fortress, and my first artifact - a groundhog leather coat (only worth 4800) - was '''stolen''' by a Rhesus Macaque. Interestingly, I killed the macaque that took it from the stockpile; it lay there on the ground, marked as &amp;quot;forbidden&amp;quot; since it had been stolen, and being ignored by both dwarves and the remaining macaques. I killed most of the rest, then reClaimed the artifact; at which point the remaining macaque made a beeline for it and ran off with it. --[[User:Alextfish|Alextfish]] 15:10, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A bunch of these guys (at least 6 or 7) just tried to steal from me.  I sent my lone marksdwarf after them.  My entrance is now covered in blood and said marksdwarf is now wearing the invader's skin.  And now they're coming back.  They never learn.  --[[User:Smartmo|Smartmo]] 15:03, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Heh, in another game when I had just embarked, a bunch of them were on the map and immediately headed towards the wagon. I don't remember if I set a zone on the wagon or not, but anyways, the monkeys kept trying to approach the wagon, doing the feint approach until they got too close to a war dog, which tore them to pieces. There were no survivors. Of course though, this was right at the start, so I couldn't make use of the bodyparts or whatever and was too busy anyways.--[[User:Smjjames|Smjjames]] 16:25, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
At size 3, they're the perfect size for stacks of bolts (15) for traps that use your reject crossbows and found bows.  Cage'em and raise'em just for that.--[[User:Albedo|Albedo]] 20:27, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It was right at the very start and I was still digging out my entranceway. They always come again when they are on the map though.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37774</id>
		<title>40d Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37774"/>
		<updated>2009-05-13T16:25:23Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was attacked by these guys in my fortress, and the attacks seemed to co-incide with a kobold raid, are they actually smart enough for diplomacy or was it a coincidence? (around 10 of them, 3 kobold thieves, good practice for my new military) ---Major&lt;br /&gt;
&lt;br /&gt;
It was coincidence they attacked at same time--[[User:ThVaz|ThVaz]] 05:35, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ouch! ==&lt;br /&gt;
&lt;br /&gt;
In a recent game, a pack of these raided my outpost very early in the game (before I had moved all my stuff into secure stockpiles).  They stole several things, including the rope I'd bought so I could build a well as early as possible.  Well, I wasn't going to stand for that, so I activated my entire military (all of whom were novice wrestlers or better) and unleashed them on the monkey menace...&lt;br /&gt;
&lt;br /&gt;
Who then managed to kill one of my dwarves!  &lt;br /&gt;
&lt;br /&gt;
Fortunately it was my &amp;quot;miscellaneous crafts dwarf&amp;quot; rather than anyone critcal like a miner/woodcutter/farmer, but it was quite a shock and a setback to lose someone so early on.  (Although part of a pattern I seem to be getting lately of losing someone within the first year: first a fisherdwarf drowning (dragged in by a long nosed gar, I think), then this macaque murder, and more recently a couple of fire imp attacks). [[User:Iapetus|Iapetus]] 18:40, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
A tip I'd give you for that is to have a [[Bowyer's_workshop|Bowyer's workshop]] and make wooden crossbows, and craft some wooden arrows, this is if wood is plentiful, it can also be done with bone. Crossbows would scare them off more readily I think, I'm not sure on that. As for the topic, the macques would have fluked a kill, by attacking instead of their usual fleeing. Rare, but not as rare as a hoary marmot killing a dwarf, which I have had happen. Goes to show anything can kill when it gets lucky. --[[User:Major sephiroth|Major sephiroth]] 22:56, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For a different version of &amp;quot;Ouch&amp;quot;: I was trying an outdoor fortress, and my first artifact - a groundhog leather coat (only worth 4800) - was '''stolen''' by a Rhesus Macaque. Interestingly, I killed the macaque that took it from the stockpile; it lay there on the ground, marked as &amp;quot;forbidden&amp;quot; since it had been stolen, and being ignored by both dwarves and the remaining macaques. I killed most of the rest, then reClaimed the artifact; at which point the remaining macaque made a beeline for it and ran off with it. --[[User:Alextfish|Alextfish]] 15:10, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A bunch of these guys (at least 6 or 7) just tried to steal from me.  I sent my lone marksdwarf after them.  My entrance is now covered in blood and said marksdwarf is now wearing the invader's skin.  And now they're coming back.  They never learn.  --[[User:Smartmo|Smartmo]] 15:03, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Heh, in another game when I had just embarked, a bunch of them were on the map and immediately headed towards the wagon. I don't remember if I set a zone on the wagon or not, but anyways, the monkeys kept trying to approach the wagon, doing the feint approach until they got too close to a war dog, which tore them to pieces. There were no survivors. Of course though, this was right at the start, so I couldn't make use of the bodyparts or whatever and was too busy anyways.--[[User:Smjjames|Smjjames]] 16:25, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37773</id>
		<title>40d Talk:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Rhesus_macaque&amp;diff=37773"/>
		<updated>2009-05-13T16:24:36Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was attacked by these guys in my fortress, and the attacks seemed to co-incide with a kobold raid, are they actually smart enough for diplomacy or was it a coincidence? (around 10 of them, 3 kobold thieves, good practice for my new military) ---Major&lt;br /&gt;
&lt;br /&gt;
It was coincidence they attacked at same time--[[User:ThVaz|ThVaz]] 05:35, 20 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Ouch! ==&lt;br /&gt;
&lt;br /&gt;
In a recent game, a pack of these raided my outpost very early in the game (before I had moved all my stuff into secure stockpiles).  They stole several things, including the rope I'd bought so I could build a well as early as possible.  Well, I wasn't going to stand for that, so I activated my entire military (all of whom were novice wrestlers or better) and unleashed them on the monkey menace...&lt;br /&gt;
&lt;br /&gt;
Who then managed to kill one of my dwarves!  &lt;br /&gt;
&lt;br /&gt;
Fortunately it was my &amp;quot;miscellaneous crafts dwarf&amp;quot; rather than anyone critcal like a miner/woodcutter/farmer, but it was quite a shock and a setback to lose someone so early on.  (Although part of a pattern I seem to be getting lately of losing someone within the first year: first a fisherdwarf drowning (dragged in by a long nosed gar, I think), then this macaque murder, and more recently a couple of fire imp attacks). [[User:Iapetus|Iapetus]] 18:40, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
A tip I'd give you for that is to have a [[Bowyer's_workshop|Bowyer's workshop]] and make wooden crossbows, and craft some wooden arrows, this is if wood is plentiful, it can also be done with bone. Crossbows would scare them off more readily I think, I'm not sure on that. As for the topic, the macques would have fluked a kill, by attacking instead of their usual fleeing. Rare, but not as rare as a hoary marmot killing a dwarf, which I have had happen. Goes to show anything can kill when it gets lucky. --[[User:Major sephiroth|Major sephiroth]] 22:56, 26 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:For a different version of &amp;quot;Ouch&amp;quot;: I was trying an outdoor fortress, and my first artifact - a groundhog leather coat (only worth 4800) - was '''stolen''' by a Rhesus Macaque. Interestingly, I killed the macaque that took it from the stockpile; it lay there on the ground, marked as &amp;quot;forbidden&amp;quot; since it had been stolen, and being ignored by both dwarves and the remaining macaques. I killed most of the rest, then reClaimed the artifact; at which point the remaining macaque made a beeline for it and ran off with it. --[[User:Alextfish|Alextfish]] 15:10, 7 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::A bunch of these guys (at least 6 or 7) just tried to steal from me.  I sent my lone marksdwarf after them.  My entrance is now covered in blood and said marksdwarf is now wearing the invader's skin.  And now they're coming back.  They never learn.  --[[User:Smartmo|Smartmo]] 15:03, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Heh, in another game when I had just embarked, a bunch of them were on the map and immediately headed towards the wagon. I don't remember if I set a zone on the wagon or not, but anyways, the monkeys kept trying to approach the wagon, doing the feint approach until they got too close to a war dog, which tore them to pieces. There were no survivors. Of course though, this was right at the start, so I couldn't make use of the bodyparts or whatever and was too busy anyways.&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44391</id>
		<title>40d:Fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44391"/>
		<updated>2009-05-13T14:17:55Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flies''' are [[vermin]]s that will occur in swarms. They will rot your unprotected [[food]] (including unpicked farm [[crops]]) and they cannot be [[Animal trap|trapped]]. They will spawn from pools in any non-freezing [[biome]]. All your [[dwarves]] will just [[thought|hate]] them.  Unlike most other kinds of vermin, [[cat]]s can not kill them.&lt;br /&gt;
&lt;br /&gt;
For some unkown reason, flies will spawn at the edge of [[magma]] as well as where magma is melting stones. They will stop spawning from it after a while though.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY]&lt;br /&gt;
	[NAME:fly:flies:fly]&lt;br /&gt;
	[TILE:250][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_MICRO][VERMIN_ROTTER][VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][NOBONES]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:ability to annoy]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11313</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11313"/>
		<updated>2009-05-13T14:14:16Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
:: Yes, dwarves seem to be able to swim through magma unharmed when temperature is off(I've had them shoved in during a fight, not 100% sure), but they'll violently resist this, even without danger. Water will still steam, it seems to be hard coded. --[[User:Erathoniel|Erathoniel]] 16:50, 12 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
:::Turning on the &amp;quot;see magma pools and pipes&amp;quot; option in the init file would be a great help for trouble shooting on this topic.--[[User:Zchris13|Zchris13]] 12:44, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Zara|Zara]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
::::Magma pipes are not 'necessarily' part of a mountain, while volcanoes make a mountain around them during world gen.  Comes down to a number game.  Volcanoes have a magma number of 100, while pipes have a number between 99 and some lower value.--[[User:Zchris13|Zchris13]] 12:48, 23 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Anyone clear on Vertical Bars in magma?  I am attempting to keep imps and such from moving through my magma feeding tunnel and was curious if anyone had any good solutions to this problem. --[[User:Stalinbulldog|Stalinbulldog]] 16:23, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I just use a bauxite wall grate, it works fine for me. --[[User:Zombiejustice|Zombiejustice]] 01:02, 15 June 2008 (EDT)&lt;br /&gt;
:: Ah, thank you, I just wanted to be sure they didn't melt regardless --[[User:Stalinbulldog|Stalinbulldog]] 02:32, 15 June 2008 (EDT)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I made a few tests with magma and buildings/constructions and I can confirm some known results and I can provide a few new aspects. Constructions (b-&amp;gt;C) are magma safe (walls, floors, stairs, others not tested). No matter what the material is.&lt;br /&gt;
*&amp;lt;s&amp;gt;bridges build with bauxite *rocks* are not magma safe (bauxite mechanism or not)&amp;lt;/s&amp;gt;&lt;br /&gt;
*bridges build with bauxite *blocks* are magma safe (test with mechanism is pending)&lt;br /&gt;
*bridges build with steel bars are magma safe (test with mechanism is pending)&lt;br /&gt;
Open test: bridge with blocks considered as not magma safe.&lt;br /&gt;
&amp;lt;br&amp;gt;[[User:Imajia|Imajia]] 12:14, 11 July 2008 (EDT)&lt;br /&gt;
::I'm sorry, I made a mistake. The bridges build with bauxite rocks were previously connected with a lever. Unfortunately the mechanism is not removed from the bridge when you remove the lever. Well, at least it seems that the rules for magma safe materials are valid for bridges. With one exception: raised bridges can contain any mechanism, only when magma flows over the bridge it is destroyed.--[[User:Imajia|Imajia]] 13:18, 13 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a very good feeling that the replenishing magma is just &amp;quot;pressurized&amp;quot; magma. I haven't tested fully, but i have poured water over a magma pipe and re-mined it, and in that case the magma flow was upwards. --[[User:Sphexx|Sphexx]] 03:49, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Temperature ==&lt;br /&gt;
&lt;br /&gt;
Does magma increase the temperature of things around it? Can it be used to melt ice? --[[User:Ikkonoishi|Ikkonoishi]] 20:26, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm not sure how the temperature calculations are done, but I CAN tell you that magma will melt nearby ice. Check out http://mkv25.net/dfma/movie-153-meltingwateronglacier to see it in action. [[User:Zaranthan|Zaranthan]] 15:23, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It should be a flow, just like the magma itself. One of the other visible results is warm stone. The same can probably be said for water and damp stone as well. --[[User:N9103|Edward]] 17:01, 26 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Flow?==&lt;br /&gt;
&lt;br /&gt;
I have a magma pipe (pit) in my current fortress... I breached the pipe from the lowest level because of the diagonal bug when I discovered it, and it filled some long exploratory shafts. Since then, the top magma layer is down to 5/7 and 6/7 running all over the surface. After a little while, it's easy to see that magma act curiously: instead of bouncing from wall to wall like real water physics, in my game the 5/7 (the flow) seems to all move in the same direction at the same time. The direction change often, and seem to change randomly. --[[User:Eagle of Fire|Eagle of Fire]] 22:43, 26 November 2007 (EST)&lt;br /&gt;
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There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
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I have added a section to the main page on magma flow, based on frequent confusion in the forums, and on some investigations I have been making into the behavior of magma when pumped (I'm not the first to discover this behavior, but I did go to a fair degree of effort to test how it behaves in differing circumstances) --[[User:Kaypy|Kaypy]] 21:16, 8 October 2008 (EDT)&lt;br /&gt;
:Now THAT is how you make a diagram! Awesome. --[[User:GreyMario|GreyMaria]] 22:20, 8 October 2008 (EDT)&lt;br /&gt;
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==Criteria for Magma Buildings==&lt;br /&gt;
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Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
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:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
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:Reclaimed fortresses may be bugged. If you reclaimed you fortress you probably can't do anything with it without 3rd party programs (like one mentioned above). Magma in [[pit]]s isn't enough to allow magma buildings. You need to discover true magma pipe and get pop-up informing about this. --[[User:Someone-else|Someone-else]] 08:37, 23 May 2008 (EDT)&lt;br /&gt;
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:I had a similar problem in a human settlement, so I do not know if the bug applies there, too... but there IS a chance I abandoned and reclaimed at one point, so it could just be that --[[User:Zatnik|Zatnik]] 05:02, 7 January 2009 (EST)&lt;br /&gt;
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== Infinity Generators? ==&lt;br /&gt;
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Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
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I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
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::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
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::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
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== Magma vs puppy? ==&lt;br /&gt;
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I have encountered an interesting glitch. I have 2 puppies and a kitten in magma that aren't dying, and yes I have temperature setting on. http://mkv25.net/dfma/movie-570-magmavspuppy&lt;br /&gt;
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For those interested in trying to recreate it, I believe it has to do with designating the animal to slaughter while trying to throw it into a pit. A few of my dwarves were having pathing errors to try and slaughter them when I noticed the 3 invulnerable pests. After saving and reloading, the critters were insta-gibbed.&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;br /&gt;
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== Chasm Confusion ==&lt;br /&gt;
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&amp;quot;The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&amp;quot;&lt;br /&gt;
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Magma, at least in my experience, has always been surrounded only by Obsidian, as a result you cannot get any kind of insight as to the surrounding minerals, this differs from a chasm where the veins coming up to a chasm are directly reflected in the walls.&lt;br /&gt;
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--[[User:Stalinbulldog|Stalinbulldog]] 04:18, 26 July 2008 (EDT)&lt;br /&gt;
:volcanoes and magmapipes can form large &amp;quot;chasms&amp;quot; above them, though it depends on how rocky the map is&lt;br /&gt;
:Confirmed, various minerals and gems were visible in the 'crater' area two levels above the magma in my magma pipe.  --[[User:Corona688|Corona688]] 15:05, 5 November 2008 (EST)&lt;br /&gt;
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== gruesome accident in older 2d version ==&lt;br /&gt;
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beware wooden floodgates&lt;br /&gt;
not only do they burn(as I planned)&lt;br /&gt;
but i scattered magma all around the room&lt;br /&gt;
it rolled around quickly in all directions, flooding the tunnels, burning miners, smelters, war dogs and puppies alike without remorse.&lt;br /&gt;
it has thus far filled the entire message screen with &amp;quot; someone&amp;quot; or &amp;quot;something&amp;quot; has burned to death &lt;br /&gt;
it appears to gain mass from creeping down hallways! oh god...&lt;br /&gt;
60 deaths, at least 25 dwarves and 15 puppies22:08, 28 July 2008 (EDT)[[User:Eerr|Eerr]]&lt;br /&gt;
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== Magma cooling? ==&lt;br /&gt;
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Ive noticed at a 1/7 depth, the magma seems to cool and go away. v40d  --[[User:OmegaX|OmegaX]] 17:28, 3 October 2008 (EDT)&lt;br /&gt;
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: That is probably what the author meant by &amp;quot;Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&amp;quot; [[User:MagicGuigz|MagicGuigz]] 19:58, 3 October 2008 (EDT)&lt;br /&gt;
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== Mechanisms on Non-Floodgates ==&lt;br /&gt;
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I want to power my underground smelting operations with magma, so I'm digging a tunnel into the side of a magma pipe. I don't want magma creatures coming in that way, so I need a set of [[bars]] across it. However, once I set up the bars, I need to open them to get a miner past and cut the last bit of stone and open the tunnel to the magma. I was going to just attach the bars to a level, but the question of what to use for the [[mechanism]] is bugging me. I don't want to waste my precious imported [[Bauxite]] on the mechanism, and once it closes behind the miner it never need to open again so it's fine it it melts, but not if the melting mechanism will cause the bars to deconstruct! Anyone know what happens to things other than floodgates when their mechanisms get melted off?&lt;br /&gt;
--17:11, 7 October 2008 (EDT)&lt;br /&gt;
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: Or you could make your life much simpler with [[Fortifications]]. [[User:RomeoFalling|RomeoFalling]] 23:09, 14 October 2008 (EDT)&lt;br /&gt;
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:: How? [[Fortification|Fortifications]] allow liquid to pass through and stop creatures, yes, but you can't open them ''at all''. How am I supposed to get my dwarf back after he digs the last square of the channel if there's a fortification blocking the way?--[[User:Macdjord|Macdjord]] 15:49, 16 October 2008 (EDT)&lt;br /&gt;
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:::I used a fortification to keep fire imps out of my magma channel; I dug a stairway totally unconnected to the rest of my fortress to a spot adjacent to the top layer of the magma pipe, then dug a tunnel from within the fortress to within one tile of the stairway.  I fortified the tile that separated the two, then dug a channel (from outside) that let the magma flow against the &amp;quot;outside&amp;quot; face of the fortification.  The magma flowed through the fortification and into the &amp;quot;inside&amp;quot; tunnel.&lt;br /&gt;
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:::For good measure, in case I want to drain the inside tunnel at some point, I put an s-turn in the inside tunnel and situated a nickel/bauxite floodgate around the corner, out of sight of the fortification.&lt;br /&gt;
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:::Viewed from above, basically it looks like this:&lt;br /&gt;
&lt;br /&gt;
 ~============&lt;br /&gt;
 ~~=====..X...&lt;br /&gt;
 ~~=====.=====&lt;br /&gt;
 ~~=&amp;lt;#...=====&lt;br /&gt;
 ~~===========&lt;br /&gt;
 ~============&lt;br /&gt;
 &lt;br /&gt;
 ~ - Magma pipe&lt;br /&gt;
 = - Unmined tile (wall)&lt;br /&gt;
 . - Mined tile (channel)&lt;br /&gt;
 &amp;lt; - Stairway&lt;br /&gt;
 # - Fortification&lt;br /&gt;
 X - Floodgate&lt;br /&gt;
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:::The last step here is to remove the tile between the magma and the stairway by digging a channel from one z-level up.&lt;br /&gt;
:::--[[User:Maximus|Maximus]] 03:16, 17 October 2008 (EDT)&lt;br /&gt;
::::Why do you need a stairway? Couldn't you have just put the fortification on the tile where you have the stairway now? I'm also not sure why you need a turn as opposed to having the floodgate directly in line; i.e. {{qd|cols=7|~|`|╬|{{qd/ch{{!}}X{{!}}888|ccc}}|.|.|.}} &lt;br /&gt;
::::[[User:Random832|Random832]] 08:55, 17 October 2008 (EDT)&lt;br /&gt;
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:::::I believe you can't create a fortification from above, though I could be wrong.  It doesn't cost anything to dig one extra z-level down to get yourself a tile with an open face front and back which fortifies up nicely.  Also, I put the kink in the tunnel just to be paranoid -- I don't want things shooting fireballs down it.  I'm not sure if a fireball can destroy a floodgate.  Again, it didn't cost me anything to make it a touch more elaborate.--[[User:Maximus|Maximus]] 18:29, 17 October 2008 (EDT)&lt;br /&gt;
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::::Well, if I dug in from above, I could just use a non-retracting set of bars. Fortifications allow liquid to flow, but they slow it down. But I'm not digging at the top level of the pipe. I suppose I could just use a sacrificial non-magma-safe floodgate, set up the bars behind it, and then open it and let it melt.&lt;br /&gt;
::::--[[User:Macdjord|Macdjord]] 13:20, 17 October 2008 (EDT)&lt;br /&gt;
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== Magma Ate My Wall ==&lt;br /&gt;
While digging my channel to a magma pipe, I came across a vein of Lignite which ran perpendicular to my channel. I mined it out, hauled the lignite over to my fortress, and then built some walls over the side passages. It's now less than a year later, and one of those wall-units is missing. Unless there's some way a fire imp or other magma creature can destroy walls, the magma must have melted the wall. --[[User:RomeoFalling|RomeoFalling]] 07:12, 5 November 2008 (EST)&lt;br /&gt;
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:Wasn't that wall a Lignite wall ? It may have burnt, then. [[User:Timst|Timst]] 09:46, 5 November 2008 (EST)&lt;br /&gt;
:Yes, it sounds like it was a liginite wall.  Magma will ignite coke-bearing rock, this has been the case for a long time. --[[User:ThunderClaw|ThunderClaw]] 09:56, 5 November 2008 (EST)&lt;br /&gt;
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:: No, the wall was built from rock salt. All the lignite was hauled away, and as an economic stone, not a material choice I could have made by accident. The floor is still lignite though. Think that may have been a factor? --[[User:RomeoFalling|RomeoFalling]] 09:58, 5 November 2008 (EST)&lt;br /&gt;
:::That's possible, but I find it unlikely.  Also, I misinterpreted what you meant by 'built a wall', didn't realize it was a construction.  I thought it was a smoothed rock face.  It's been a persisting question (at least in #df on synIRC) if magma will melt constructions not made of bauxite.  You may have just answered that for us.  Perhaps you could test by letting magma into a 5x5 room with one natural rock pillar in the middle, and a wall construction of the same type of stone?  That'd answer the question once and for all, I think. --[[User:ThunderClaw|ThunderClaw]] 10:11, 5 November 2008 (EST)&lt;br /&gt;
:::I've had magma against some of my constructed walls for years and years without damage.  A good thing too, I've got quarters on the other side!  They're almost certainly basalt.  I wouldn't rule out the vanishing wall being caused by a burning floor;  lignite can burn for years before vanishing.  --[[User:Corona688|Corona688]] 15:14, 5 November 2008 (EST)&lt;br /&gt;
::::Interesting.  It was probably the liginite floor, then, but that begs the question of how a burning floor could consume a wall; stone should be fire-safe.  A really interesting situation, to be sure. --[[User:ThunderClaw|ThunderClaw]] 17:26, 5 November 2008 (EST)&lt;br /&gt;
:::Also -- as for 'not a material choice I could have made by accident', I've found my masons will happily convert expensive imported ores and flux into blocks if they decide your depot's closer than the nearest basalt.  And once anything's blocked, it's useless but for constructions. --[[User:Corona688|Corona688]] 16:39, 5 November 2008 (EST)&lt;br /&gt;
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::::: @Corona: That's for a mason's workshop, though. When you build walls, you choose the specific rocks to build from. Although, I have to say that I've never had a mason use a rock from the restricted list.&lt;br /&gt;
::::: For clarity, here's an image capture. The east-west shaft was my original tunnel towards the magma pipe. Every mined-out tile north or south of that shaft was Lignite. However, the opening just below the cursor, where my missing wall is supposed to be, is listed as Rock Salt as well. This is because dwarves kept building that section of wall from the wrong side, and I had to deconstruct it and put it back up several times -- which kills our &amp;quot;burning lignite floor&amp;quot; theory. Hrm.....now that I think about it, I can't be sure that I did build that wall in the end. I can't remember if a dwarf ever built it from the correct side. I'll let you know if another wall section disappears.&lt;br /&gt;
[[Image:romeofalling1.GIF]]&lt;br /&gt;
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--[[User:RomeoFalling|RomeoFalling]] 18:54, 5 November 2008 (EST)&lt;br /&gt;
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== Disambiguation ==&lt;br /&gt;
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I see the term ''magma pipe'' and ''magma vent'' being used interchangeably. Do these terms mean the same thing? --[[User:RomeoFalling|RomeoFalling]] 20:25, 8 November 2008 (EST)&lt;br /&gt;
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:Basically, yes. Magma vents, however, are visible from the surface, whereas magma pipes are not. --[[User:GreyMario|GreyMaria]] 00:26, 9 November 2008 (EST)&lt;br /&gt;
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== Magma Vs. Sand ==&lt;br /&gt;
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In a failed experiment with wooden screw pumps with magma proof blocks, I have discovered something horrible and intriguing.  Magma/lava can burn it's way through sand, so now I have an above ground magma cistern half flooding back into the magma pipe I filled it from, and half into my underground workshops through 2 z-levels of sand flooring.  I have picture proof too, but I have no idea how to upload pictures from my laptop to a wiki. --[[User:Alkyon|Alkyon]] 14:19, 11 November 2008 (EST)&lt;br /&gt;
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:&amp;quot;Upload file&amp;quot;, toolbox, left side of this page.--[[User:Maximus|Maximus]] 14:34, 11 November 2008 (EST)&lt;br /&gt;
::Ah, thanks. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
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Do you mean it goes down z-levels, or does it just move across the sand? magma can normally move across anything except water, I think. --[[User:Destor|Destor]] 14:41, 11 November 2008 (EST)&lt;br /&gt;
:Vertically, through z-levels.  It created a hole that wasn't there before through a sand floor, into my main hallway, and then through the floor there into my workshops and stockpiles.  From there, it simply followed the path of least resistance down the stairs and into the living quarters (not shown).  The magma seems to only tunnel through floor tiles that have no wall tile below them, which is understandable but I've never had this happen before.  Though, admittedly I have never tried to create a lava cistern on top of sand before. --[[User:Alkyon|Alkyon]] 20:12, 11 November 2008 (EST)&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DF-0.JPG|Above ground (sorry for large size despite jpeg compression)&lt;br /&gt;
Image:DF-1.JPG|1 z-level down (main hallway)&lt;br /&gt;
Image:DF-2.JPG|2 z-levels down (workshops and rock, bar, and wood stockpiles)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Regarding Boatmurdered ==&lt;br /&gt;
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I have this intense desire to flood the world in magma. (yes, I'm playing the 2D Dwarf Fortress. Sue me.) How did they get the magma onto the surface? Last I checked, pumps don't exist, sooo... --[[User:GreyMario|GreyMaria]] 02:45, 28 November 2008 (EST)&lt;br /&gt;
:Channels and aqueducts... They'll transport any liquid anywhere. And bridges too!--[[User:Dorten|Dorten]]&lt;br /&gt;
::But magma's on the &amp;quot;Z-level&amp;quot; below. How's it supposed to get on the actual level of the elephants? --[[User:GreyMario|GreyMaria]] 13:50, 28 November 2008 (EST)&lt;br /&gt;
:::You're still thinking in 3D.  Magma is &amp;quot;in&amp;quot; the tiles where the river is, and will be in the tiles where you dig a channel, and you want to get it in the tiles where the elephants are, by digging a channel from the magma river to the outside and &amp;quot;releasing&amp;quot; it from the channel using a floodgate.  The miner who digs the part of the channel that connects it to the magma river itself might get killed, since they always stood ''in'' the channel square while digging it in the 2D version.  Put a floodgate just beyond it before digging it out so you can shut off the flow, since you will make mistakes.--[[User:Maximus|Maximus]] 16:36, 28 November 2008 (EST)&lt;br /&gt;
::::Yes, I realize I'm thinking in 3D. Exactly how does the magma get out of the channel and onto the ground? Because last I checked, fluids didn't do that naturally. --[[User:GreyMario|GreyMaria]] 18:44, 28 November 2008 (EST)&lt;br /&gt;
:::::That's just the way the 2D version works. Channel next to liquid = liquid now in channel. Tile at end of channel not floodgate (or other liquid stopper) = liquid now on ground. --[[User:N9103|Edward]] 18:47, 28 November 2008 (EST)&lt;br /&gt;
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:::::Read [http://archive.dwarffortresswiki.net/index.php/Channel#Game_mechanics Channel] and [http://archive.dwarffortresswiki.net/index.php/Irrigation#Controlled_flooding Irrigation] on the archive wiki.  You have to play with channels and floodgates for a bit before it all makes sense, though.  The 2D version tended to get real kludgy when it came to fluids.  Try to get a farm going to understand the basics of the 2D channels, floodgates, and fluids.--[[User:Maximus|Maximus]] 23:07, 28 November 2008 (EST)&lt;br /&gt;
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== No little errors ==&lt;br /&gt;
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I just made a discovery. There is nothing like small error in the terms of magma engineering. After attempting to make my lava moat, I accidentally dug channel one tile longer, than it should be. At first, it went good. But then, magma flowed over my wall and flooded entire fortress. Remember - no little errors. [[User:SanDiego|SanDiego]] 12:19, 30 November 2008 (EST)&lt;br /&gt;
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== Export the local map ==&lt;br /&gt;
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&amp;quot;...you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol. &amp;quot; How does one do that? --[[User:Azaram|Azaram]] 02:08, 4 December 2008 (EST)&lt;br /&gt;
:Right after generating your world, there is an option to export the map. I think it maps to 'p' but I can't swear to it now. I don't know if there is a way to do it at a time other than right after generation. -[[User:Fuzzy|Fuzzy]] 14:45, 4 December 2008 (EST)&lt;br /&gt;
::Legends screen lets you export maps as well, but they don't have the special features enabled, even with all applicable options enabled. Probably on the todo list 'somewhere', but can't imagine it's even semi-important. So you'll have to rely on worldgen exports. --[[User:N9103|Edward]] 22:02, 4 December 2008 (EST)&lt;br /&gt;
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::I thought it was just the region map you can export, not the local map, and a red ≈ just means desert and/or red sand on that map.  You can see named volcanoes on it though -- red ^s.--[[User:Maximus|Maximus]] 22:16, 4 December 2008 (EST)&lt;br /&gt;
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::It's mapped to &amp;quot;P&amp;quot;. Capital. [[User:Zchris13|Zchris13]] 21:01, 12 February 2009 (EST)&lt;br /&gt;
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== Temperature setting ==&lt;br /&gt;
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While magma will not cause fires while the temperature is turned off in the init file, it seems the game remembers at least some of the fires it would have caused.  I was playing with temperature off and tunneled into magma rather carelessly, knowing it wouldn't hurt me, later, when I turned the temperature on in that game, the dwarves that came into contact with the magma were immediately set on fire.  This was about a year later in game.  I checked back several times by quitting without saving, every time I turned the temperature on, those same dwarves caught fire, with the temperature off, there was no indication of fire what so ever.--[[User:Sotanaht|Sotanaht]] 23:36, 23 January 2009 (EST)&lt;br /&gt;
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:Oh wow, I can imagine tons of uses for that, especially when toady makes it so that you can go and raid the goblins... Kamikaze dwarves, anyone? Well, I guess it should be in the article, but it would be nice to do more testing first. I think that if a dwarf falls in water, he stops burning. So if you could find out if they, after being put out with temperature off, still lit up next time we could put it in. Do more research, I would but I have had trouble with DF lately, it has been mad slow.--[[User:Destor|Destor]] 00:01, 24 January 2009 (EST)&lt;br /&gt;
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::Well, temperatures are flows, and items remember how warm they are, so presumably the dwarves that burst into flames are still at a ridiculous temperature and haven't cooled down. That, or the coating of magma on their bodies is causing them to burn...--[[User:Quil|Quil]] 00:36, 24 January 2009 (EST)&lt;br /&gt;
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::: It has got to be the coating, as you say.  Turning off the tempurature means that they should STOP remembering.  The flows should not be calculated, and the items should have nothing to remember.  Thats why turning it off speeds up the game, especially in extreme environs or around magma.  There was, however, nothing listed that I could find, so this &amp;quot;magma coating&amp;quot; is invisible to the interface.  It should also be noted that it was apparently the dwarves who caught fire first, and their burning flesh that apparently set their clothes on fire moments later.--[[User:Sotanaht|Sotanaht]] 12:29, 24 January 2009 (EST)&lt;br /&gt;
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::::Check specifically for magma splatters on the dwarfs in question. I wouldn't be surprised if they picked them up, similar to when creatures get doused in water. The liquid tends to stick all over them, and rarely goes away on it's own. Best bet to preserve them would be to construct a waterfall-shower, and hope it washes away the magma spatter, rather than creating obsidian ;) --[[User:N9103|Edward]] 07:11, 25 January 2009 (EST)&lt;br /&gt;
:::::Yer, looks like the dawrfs got their Pigtail socks a coating of magma. Then magma goes boom.--[[User:Cultiststeve|cultiststeve]] 08:08, 19 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Site finder==&lt;br /&gt;
&lt;br /&gt;
Will magma Pipes always show up on the local map? Because my site finder keeps throwing up sites with no visible magma on the local map. --[[User:ArneHD|ArneHD]] 17:09, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, magma pipes don't always reach the surface, and therefore won't always show up on the embark map.  You can find out it's actual location by taking a guess based off of what stone layers are shown where in the embark map, or you can go to your init.txt and change SHOW_EMBARK_M_PIPE to ALWAYS. --[[User:Alkyon|Alkyon]] 17:29, 12 February 2009 (EST)&lt;br /&gt;
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== Magma-swimming Baby ==&lt;br /&gt;
&lt;br /&gt;
For some reason, someone has dropped their baby into the magma. The strange thing is, it aint burning up. Its lying there, and apparently has done so for a long time. Its hungry and thirsty. --[[User:Myroc|Myroc]] 15:26, 21 February 2009 (EST)&lt;br /&gt;
:I once had a mother get trapped behind a magma bulkhead with her baby. She died promptly. The baby just sorta sat in the magma flow for about a year before it died too. [[User:HeWhoIsPale|HeWhoIsPale]] 16:40, 21 February 2009 (EST)&lt;br /&gt;
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== Spawn Distance For Creatures? ==&lt;br /&gt;
&lt;br /&gt;
How far from the magma pipe can fire snakes (and imps, if they spawn) appear?  Also, are they limited to spawning near the magma pipe itself, or ANY magma (i.e., a magma tap leading across the map into your fortress)?&lt;br /&gt;
:The pipe itself--[[User:Zchris13|Zchris13]] 23:51, 14 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hidden Magma Pipe ==&lt;br /&gt;
So I just got the message 'You have discovered a magma pipe.' This made me very happy, because I had no idea that magma was on my map, and the area is completely devoid of trees, which means I won't have to worry about charcoal as much. Anywhos, after getting the message and looking around the level... I can't find it anywhere! I assumed that you get the message when your dwarf mines a tile next to the pipe or something, but I can't find it anywhere, not even on the local map. Magma forges are enabled, so that must mean that I did find one... But is there any way of finding the darn thing? I assumed it was from some of my exploratory mining, but after looking around that area and even digging further into the rock, I don't see anything. Is it possible that the magma pipe is off the level or something, so I get the message but can't see it? Arg, this is so annoying. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 00:34, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Try zooming in on any magma related creatures from the units menu. You could also zoom in on the newest (last) obsidian stone listed on the stocks menu I think. --[[User:Elvang|Elvang]] 04:21, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check for a [[Magma#Using_magma|Magma Cap]]. --[[User:N9103|Edward]] 09:12, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I tried looking at the units list... Only a couple dead kobolds, a few camels, and my dwarves... So that's a no go. And there are 15 obsidian stones in my stocks, but the zoom function is grayed out... And my bookkeeper is at 100% efficiency. I also tried looking for a magma cap, but I couldn't find one. Aha! Success! I made an obsidian stockpile, and watched where my all-knowing dwarves went, and I found the source of the obsidian. I tried digging from that point, and I found it! It's a bit small, but I suppose the diameter doesn't matter much when it's a magma pipe. Thanks for your help, guys. Also, I know that talk pages aren't meant to be used as forums or anything, but is it against the rules and/or frowned upon to ask questions on the talk pages?&lt;br /&gt;
&lt;br /&gt;
::: It's fine, it might even be a good thing, since we can add other tidbit of information to a main article if needed. Feel free to ask question (as long as it is in the appropriate place. --[[User:Karl|Karl]] 13:19, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items Caught In Cooling Magma ==&lt;br /&gt;
After one of my wrestlers got pulled into a magma vent, I noticed that his Steel equipment only sank a single Z level. This brings up the idea that, if I were to pour water over the surface and harden that Z level, I could presumably recover the equipment. But will items caught in hardening magma be destroyed? Or merely trapped in obsidian that you can mine out? --[[User:Scarecrow|Scarecrow]] 16:37, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hm, good question. Wouldn't it make sense that the item just gets trapped, and you just have to mine out the hardened rock to get the item back? That is, if it's resistant to magma and/or the temperature's off. Right? Why would cooling the magma destroy the object? Unless the game had it coded where like, a tile of stone being created removes all the items from the block. Which would suck. --[[User:ZombieRoboNinja|ZombieRoboNinja]] 17:48, 9 May 2009 (UTC)&lt;br /&gt;
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:: Items lost in rivers or moats can be recovered by mining the ice in winter. It is not unreasonable to assume that magma/obsidian behaves like water/ice in this respect. This begs testing, obviously. --[[User:Aykavil|Aykavil]] 21:07, 6 May 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Flies spawning from magma? ==&lt;br /&gt;
&lt;br /&gt;
I don't know why, but I've observed flies (normal and acorn flies, mostly normal flies) spawning at the edge of magma where its melting rock. It's particularily noticeable when you have magma channels under your forging area since the confined space tends to concentrate them. Also, they will come out of any magma access holes you have dug. I'm using the Mayday graphics mod, so no idea if it's an artifact. My theory is that they represent vapors coming out of the magma as it melts the rock it encounters. I also added this fact to the flies page as well. --[[User:Smjjames|Smjjames]] 14:14, 13 May 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44390</id>
		<title>40d:Fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fly&amp;diff=44390"/>
		<updated>2009-05-13T14:05:51Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Flies''' are [[vermin]]s that will occur in swarms. They will rot your unprotected [[food]] (including unpicked farm [[crops]]) and they cannot be [[Animal trap|trapped]]. They will spawn from pools in any non-freezing [[biome]]. All your [[dwarves]] will just [[thought|hate]] them.  Unlike most other kinds of vermin, [[cat]]s can not kill them.&lt;br /&gt;
&lt;br /&gt;
For some unkown reason, flies will spawn at the edge of magma as well as where magma is melting stones. They will stop spawning from it after a while though.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY]&lt;br /&gt;
	[NAME:fly:flies:fly]&lt;br /&gt;
	[TILE:250][COLOR:0:0:1]&lt;br /&gt;
	[VERMIN_MICRO][VERMIN_ROTTER][VERMIN_GROUNDER][FREQUENCY:100][VERMIN_HATEABLE]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][NOBONES]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:ability to annoy]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=39010</id>
		<title>40d:Alligator</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alligator&amp;diff=39010"/>
		<updated>2009-05-13T13:38:15Z</updated>

		<summary type="html">&lt;p&gt;Smjjames: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Alligator|symbol=A|color={{COLOR:2:0:0}}|bones=9|fat=4|skin=Yes|skulls=1|chunks=9|meat=9|biome= * [[Temperate]] freshwater [[swamp]]&lt;br /&gt;
* Temperate freshwater [[marsh]]&lt;br /&gt;
* Temperate freshwater [[river]]&lt;br /&gt;
* Temperate brackishwater river&lt;br /&gt;
* [[Tropical]] freshwater swamp&lt;br /&gt;
* Tropical freshwater marsh&lt;br /&gt;
* Tropical freshwater river&lt;br /&gt;
* Tropical brackishwater river}}&lt;br /&gt;
&lt;br /&gt;
Unlike its more aggressive cousin, the [[Saltwater crocodile]], it is relatively harmless.{{verify}} Unless provoked or protecting its nest of babies. However, you may want to assign a dog (preferrably a wardog) to your valuable foragers and woodcutters if one appears on your map.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ALLIGATOR]&lt;br /&gt;
 	[NAME:alligator:alligators:alligator]&lt;br /&gt;
 	[TILE:'A'][COLOR:2:0:0]&lt;br /&gt;
 	[MODVALUE:4]&lt;br /&gt;
 	[LARGE_PREDATOR]&lt;br /&gt;
 	[LARGE_ROAMING][DIFFICULTY:2]&lt;br /&gt;
 	[AMPHIBIOUS]&lt;br /&gt;
 	[GENPOWER:3]&lt;br /&gt;
 	[PETVALUE:650]&lt;br /&gt;
 	[GRASSTRAMPLE:20]&lt;br /&gt;
 	[CARNIVORE][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
 	[PREFSTRING:strength]&lt;br /&gt;
 	[BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
 	[SIZE:9]&lt;br /&gt;
 	[MAXAGE:60:100]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
 	[CHILD:1][CHILDNAME:alligator hatchling:alligator hatchlings]&lt;br /&gt;
 	[FAT:4]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[BIOME:SWAMP_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_FRESHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TEMPERATE_BRACKISHWATER]&lt;br /&gt;
 	[BIOME:RIVER_TROPICAL_BRACKISHWATER]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Smjjames</name></author>
	</entry>
</feed>