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	<updated>2026-04-16T23:35:51Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=64037</id>
		<title>40d:Mechanic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mechanic&amp;diff=64037"/>
		<updated>2010-02-28T05:18:52Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = #f00&lt;br /&gt;
| skill      = Mechanic&lt;br /&gt;
| speciality = Mechanic&lt;br /&gt;
| profession = [[Engineer]]&lt;br /&gt;
| job name   = Mechanics&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Construct Mechanisms&lt;br /&gt;
* Machine construction&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Link up lever/pressure plate&lt;br /&gt;
* Load Trap&lt;br /&gt;
| workshop   = [[Mechanic's workshop]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tile|☺|#F00|#000}} A '''mechanic''' is a [[dwarf]] with a degree of [[experience]] in the mechanics [[skill]]. In the game's default configuration mechanics are represented by a red civilian dwarf symbol. A dwarf with the mechanics [[labor]] enabled is capable of constructing [[mechanic's workshop]]s, manufacturing [[mechanism]]s and placing any [[building]]s that require mechanisms such as [[lever]]s, [[gear]]s, [[traps]], and [[menacing spike]]s. They are also responsible for linking up [[lever]]s or [[pressure plate]]s to objects such as [[bridge]]s, [[floodgate]]s and other contraptions.&lt;br /&gt;
&lt;br /&gt;
A dwarf will gain mechanics skill by manufacturing [[mechanism]]s in the [[mechanic's workshop]]. A dwarf with a high skill in mechanics will typically produce higher quality mechanisms, and can link up objects faster than a novice. &lt;br /&gt;
&lt;br /&gt;
Building a mechanism at the [[mechanic's workshop]] is worth 30 [[experience]].  Mechanics also gain 30 experience from reloading any [[trap]]s that require reloading of any sort.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=63862</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=63862"/>
		<updated>2010-02-25T22:16:20Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: /* Magma flow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Magma''' is red-hot molten rock present in [[volcano]]es, as well as magma pools and magma pipes. It serves as an energy source, powering [[magma forge]]s, [[magma glass furnace]]s and [[magma smelter]]s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' [[fun|dangerous]], and has led to the death of many dwarfs, and many fortresses.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can [[evaporation|evaporate]] if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
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'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
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==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
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* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Hidden [[Fun]] stuff also contains a very very very small amount of magma, enough for a smelter or two.&lt;br /&gt;
&lt;br /&gt;
Also, note that...&lt;br /&gt;
&lt;br /&gt;
* A '''[[volcano]]''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the [[location]] screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain [[utility]], you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use [[exploratory mining]] to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a [[volcano]] (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily [[igneous extrusive]]. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
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Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running [[water]], or a [[mountain]] for minerals, or a healthy [[tree]] population, a layer of [[flux]] for [[steel]] production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
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If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the [[utilities]] like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an [[obsidian]] &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power [[magma smelter]]s, [[magma glass furnace]]s and [[magma forge]]s.  (There are other uses, including defense, [[obsidian]] production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a [[channel]] down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use [[channel]]ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below). Unpressurized Magma is much slower than water from a river source, and can be stopped by any [[magma-safe]] [[floodgate]], [[door]] or etc. with a [[bauxite]] mechanism. Take care however if you are using a [[screwpump]] to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce [[obsidian]], a stone which has a base value of 3 (compare with 1 for normal [[stone]] and 2 for [[flux]] stones), and which can be used to make swords at a [[Craftsdwarf's Workshop]]. &lt;br /&gt;
&lt;br /&gt;
See [[Obsidian farming]].&lt;br /&gt;
&lt;br /&gt;
=== Creature Safety ===&lt;br /&gt;
[[volcano|Volcanoes]] do not house nice things. [[Fire man|Fire men]], [[Magma man|Magma men]], and [[Fire imp|Fire imps]] all have their habitats in magma. All of these are attributed to innumerable cases of [[fun]], especially with newer players and forts starting off a bit too close to their volcano perches.&lt;br /&gt;
&lt;br /&gt;
There are several things you can do to prevent [[fun]].&lt;br /&gt;
*Channel water in a moat around the the top of the volcano. This will prevent creatures from venturing too far from their homes, but they can still chuck fire at your [[woodcutter|woodcutters]] and [[fisherdwarf|fisherdwarfs]]. Losing these early on can easily damn your efforts.&lt;br /&gt;
*Build far enough away from the volcano as to not catch the attention of what lurks inside. It is perfectly alright to dig several screens away from the volcano and then tunnel up along side it. Magma does not have enormous [[water pressure|pressure]] and (typically) will not follow the rules of equilibrium.&lt;br /&gt;
*When channeling magma underground, there is a nice set-up you can use to prevent creatures from coming inside and having a party in your smithy.&lt;br /&gt;
**Build a [[bauxite]] floodgate connected to a lever using [[bauxite]] [[mechanism|mechanisms]]. Bauxite is the only [[magma-safe]] rock. ''Bauxite is your friend''.&lt;br /&gt;
**Open the gate so our engraver can get through.&lt;br /&gt;
**Tap into the magma by engraving fortifications into it with other engravings queued already. This will cause magma to flow much slower, and the queue will cause the dwarf to immediately rush off and begin working - instead of lingering in the room while the magma pours in.&lt;br /&gt;
**Once everyone is safe and the chamber you built to house the magma is filling up, go ahead and close the gate to seal the chamber.&lt;br /&gt;
&lt;br /&gt;
This is setup is advisable because [[Fire man|Fire men]] and [[Magma man|Magma men]] cannot pass through fortifications. However, [[Fire imp|Fire Imps]] can, but they cannot [[Building_destroyer|destroy]] floodgates, while the first two can.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
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==Magma pipe refilling==&lt;br /&gt;
&lt;br /&gt;
[[Image:MagmaPipeProperties.png|thumb|188px|Unsafe and safe magma pipe configurations]]&lt;br /&gt;
&lt;br /&gt;
Magma pipes are '''not''' pressurized and will flow predictably ([[Magma#Magma_flow]]).&lt;br /&gt;
&lt;br /&gt;
Magma pipes refill itself slowly to its original z-level if there is nothing obstructing its path. Tiles above the magma flow tiles will randomly increase magma flow until its original z-level is at 7/7.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to this rule. If there is a floor or wall above a magma flow tile, it will not produce magma above the floor/wall.&lt;br /&gt;
&lt;br /&gt;
Note that since the addition of magma is quite slow, if you intend to breach only a few tiles to fill with magma, it might evaporate at a faster rate than replenishing. A single tile of replenishing magma will most likely evaporate with as little as 5-10 open tiles.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a chunky liquid. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and [[pressure plate]]s work in magma.&lt;br /&gt;
*Constructed [[wall]]s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see [[Magma#Magma vs. built objects|Magma vs. built objects]]) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any [[dwarves]] to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently [[agile]] or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a [[peasant]] or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a [[fortification]] into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a [[Magma#Magma sources|magma pipe]], and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy [[thirst]].&lt;br /&gt;
*[[Magma mist]] is not generated by falling magma, but only by a [[cave-in]].&lt;br /&gt;
*Magma mist will not generate happy [[thought]]s, but will instead burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of [[magma-safe materials]]. &lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]s that are powered by magma need not be built of magma-safe materials to function - [[fire-safe]] materials are sufficient.&lt;br /&gt;
* Constructed objects like [[wall]]s, [[floor]]s, [[stairs]] and [[ramps]] can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, [[door]]s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much [[fun]] when you forget to build that last [[floodgate]].&lt;br /&gt;
* [[Bridge]]s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of [[magma-safe materials]] to function for more than a few minutes in magma. This includes [[floodgate]]s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone [[mechanism]]s attached to a construction will melt in magma unless made of bauxite or [[raw adamantine]], even if the construction itself is made of [[steel]].&lt;br /&gt;
&lt;br /&gt;
If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
[[Fire imp]]s, [[fire man|firemen]], [[magma man|magma men]], and [[fire snake]]s inhabit Magma. Fire snakes are a type of [[vermin]] that can set your fortress on [[fire]] with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-[[magma-proof]] materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Flowing water: If magma happens to contact water it produces some steam and [[obsidian]].  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of [[obsidian]] inside mined or constructed molds.  The resulting slabs of [[obsidian]] are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: [[stone|Rock]]s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: [[Magma-safe]] items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: [[Tree]]s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit [[water pressure|pressure]].&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:MagmaPipeProperties.png&amp;diff=63856</id>
		<title>File:MagmaPipeProperties.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:MagmaPipeProperties.png&amp;diff=63856"/>
		<updated>2010-02-25T21:54:00Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=63261</id>
		<title>40d Talk:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_location&amp;diff=63261"/>
		<updated>2010-02-19T00:13:27Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --[[User:Tracker|Tracker]] 02:46, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm.  Maybe only up to a certain height?  My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had.  But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest.  Still, it's something to be aware of.&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Absolutely - that's why I changed it to say &amp;quot;lower&amp;quot; instead of lowest. --[[User:Tracker|Tracker]] 03:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
So I noticed. :)&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 03:26, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns ==&lt;br /&gt;
&lt;br /&gt;
Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --[[User:Ikkonoishi|Ikkonoishi]] 19:35, 3 November 2007 (EDT)&lt;br /&gt;
:Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --[[User:Ikkonoishi|Ikkonoishi]] 22:11, 3 November 2007 (EDT)&lt;br /&gt;
::Think this'll ever get changed? Seems kind of unrealistic to me...--[[User:Tarsier|Tarsier]] 19:56, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mountain tiles guarantee certain features. ==&lt;br /&gt;
&lt;br /&gt;
As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001176 - [[User:Kjoery|Kjoery]] 16:49, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Confirmed this too.--[[User:Richards|Richards]] 03:20, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Towns Revert ==&lt;br /&gt;
&lt;br /&gt;
Any reason why that edit was unacceptable to you Savok? I'm not going to revert, but I would like an explanation. --[[User:Ikkonoishi|Ikkonoishi]] 12:06, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Errors in PNG? ==&lt;br /&gt;
&lt;br /&gt;
Contrary to the text in the attached PNG, I've had fortresses with pockets of sand sufficient for glassworking even when sand doesn't show up in the embark screen. [[User:Kidinnu|Kidinnu]] 09:25, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Yes, all maps I've ever had have had at least a few squares of sand. Is it guaranteed? --[[User:Penguinofhonor|Penguinofhonor]] 22:18, 30 November 2007 (EST)&lt;br /&gt;
:I have never seen any pockets of sand. --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Another error is that magma and volcanoes now appear on the map [[User:MikeWulf|MikeWulf]] 23:41, 6 March 2008 (EST)&lt;br /&gt;
:Note that underground magma is hidden. Only lava on the surface is shown on the map --[[User:Strangething|Strangething]] 16:27, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The paragraph about layers is not explicit enough for newbies. For instance, 'igneous intrusive' never shows up on the embark screen. What I would like to see is something like&lt;br /&gt;
* red sand - useful for glass making&lt;br /&gt;
* gabbro - in this layer you may find chalk, a flux&lt;br /&gt;
* felsite - in this layer you may find copper ore&lt;br /&gt;
etc. (Caveat: the data I gave as example is most likely false and/or incomplete).&lt;br /&gt;
&lt;br /&gt;
This way, by comparing the embark screen to this page, the reader would immediately find out what (s)he may find in the site.&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 09:51, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I added a link to [[stone layers]]. There's a lot more in-depth info there. --[[User:Strangething|Strangething]] 16:32, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fun starting locations ==&lt;br /&gt;
&lt;br /&gt;
A starting location that looks pretty good from the readouts can turn out to be as boring as hell once you arrive at it. Are there any tips for finding ''interesting'' locations? --[[User:Theory|Theory]] 16:46, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Define &amp;quot;interesting&amp;quot;? Anything with a [[chasm]] or in a [[terrifying]] biome could be 'interesting', I'm sure! Personally I often like completely flat land, so I can make the area interesting with my own constructions! That said, I'm considering next building a settlement on the side/s of a steep canyon or river valley! --[[User:Raumkraut|Raumkraut]] 17:51, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma ==&lt;br /&gt;
&lt;br /&gt;
Regarding finding Magma, this page reads: &amp;quot;look for darker igneous rocks like basalt, obsidian, gabbro&amp;quot; -- is this accurate?  Basalt and obsidian are igneous extrusive, while gabbro is igneous intrusive.  Only the igneous extrusive page calls out that magma is commonly found there. --[[User:Sev|Sev]] 20:41, 13 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Mode:Civilisation==&lt;br /&gt;
I just noticed, when starting a new fort and choosing which dwarf civ I was from, a symbol I hadn't seen before. Normally dwarve homelands are just blue omegas, this time I saw an omega and also 2 blue {{Tile|î|#ff0|#000}}s. Anyone else seen this/know if this has any significance? --[[User:Juckto|Juckto]] 05:25, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I've had this happen to human civs and one dwarf civ- it means they somehow acquired forest sites during worldgen. [[User:Random832|Random832]] 08:42, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --[[User:Navian|Navian]] 09:41, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Not five minutes ago I had a goblin ambush that was mostly made up of Elves. They all had goblin-esque second names, so presumably they were kidnap-ees, although it seems that you can have large families of elves/humans/whatever who are all descended from kidnapped children and now happily evil.--[[User:Quil|Quil]] 14:32, 20 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elevation changes and inaccessibility ==&lt;br /&gt;
&lt;br /&gt;
I have my doubts about this being true.  I'm on a huge mountain map and the wagons have traveled over its peak without a care, since they can go up ramps without a problem.  I believe trees and boulders are what causes problems, not elevation.--[[User:Maximus|Maximus]] 17:25, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Hmm, ok. I've just cured some accessibility problems on a fairly mountainous map myself, and it seems the problems were right outside my fortress. There's an elevation change only 3-4 squares below (i.e. to the south of) my entrance ramp, and when I used the &amp;quot;upward ramp&amp;quot; designation on the area, my Dwarves dug away at the 3x5 area I'd marked, and -hey presto- the next caravan could suddenly get the big wagons into my trade depot (the smaller ones could get there fine anyway). I admit I was felling trees in the area as well, for timber, but I'd been doing this for the past two game years and it didn't seem to make any difference to accessibility. Ah well, maybe some more testing is required! [[User:Saiph|Saiph]] 21:01, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Invaluable&amp;quot; vs. &amp;quot;Unnecessary&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Okay, rather than a revert war, could we have opinions on which form of the sentence (if either) is a problem?&lt;br /&gt;
&lt;br /&gt;
I for one certainly did not misunderstand the original form as trying to say that magma was worthless, and I would be likely to interpret the current form as trying to say that magma is unnecessary.&lt;br /&gt;
&lt;br /&gt;
If enough other people do/did see the original form as being misleading (i.e. were misled by it), then I will withdraw my objections, but I do very much think that the original form is both the more correct and the less subject to misinterpretation. It would be possible to rephrase further to avoid the &amp;quot;misinterpretable&amp;quot; part (e.g. change &amp;quot;it&amp;quot; to either &amp;quot;that&amp;quot; or &amp;quot;doing so&amp;quot;), but I think the end result would not be as good as the original form before this change was made. --[[User:The Wanderer|The Wanderer]] 16:03, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;invaluable&amp;quot; according to [http://www.merriam-webster.com/dictionary/invaluable Merriam-Webster]:  &amp;quot;valuable beyond estimation, priceless &amp;lt;providing invaluable assistance&amp;gt;&amp;quot;&amp;lt;br&amp;gt;I say you're wrong. --[[User:GreyMario|GreyMaria]] 16:15, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yes, I know it means that. That's exactly my point; magma is invaluable, not unnecessary.&lt;br /&gt;
::The original form said that magma is invaluable, meaning &amp;quot;valuable beyond estimation&amp;quot; exactly as you say. The current form says that magma is unnecessary. The people who edited it into the current form apparently didn't mean it to say that, but that's what it says; the antecedent for the &amp;quot;it&amp;quot; in that part of the sentence is the magma, not the burning of charcoal.&lt;br /&gt;
::I could go into considerably more detail if you want, analyzing possible alternate forms of the sentence and alternate interpretations of those forms, but I hope it wouldn't be necessary... --[[User:The Wanderer|The Wanderer]] 17:01, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::My interpretation was that the convenience of magma made wood-burning for charcoal unnecessary.  Unnecessary is being applied to the main subject of the sentence (charcoal).  Talking about wood-burning under magma though is a bit confusing.  &amp;quot;Magma is invaluable for fueling your smithies, making it unnecessary to burn wood for charcoal fuel.&amp;quot;  A bit wordier but a bit clearer?  And this way we get to use both &amp;quot;invaluable&amp;quot; AND &amp;quot;unnecessary&amp;quot;! --[[User:Torasin|Torasin]] 17:28, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::That would work in theory, but it's not necessarily the best way of phrasing it in that context. Still, I don't think I'd object to it; I still don't think there was anything wrong with the original form (my primary evidence for that, aside from grammar, being the fact that I was not even slightly confused by it), but the form you suggest would be better than the IMO misleading current form. --[[User:The Wanderer|The Wanderer]] 18:36, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, the antecedent for &amp;quot;it&amp;quot; is &amp;quot;the burning of charcoal&amp;quot;. Fuck you too, English Language. --[[User:GreyMario|GreyMaria]] 19:34, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::At least in English you can figure it out, as opposed to, say, Latin, where you can order the words any damn way you please and its supposed to mean the same thing.  (Fucking Roman poets) --[[User:Squirrelloid|Squirrelloid]] 19:42, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I can see how it could be reasonably read that way, but as I've said (or tried to say) at least once, I find the current form to be considerably more open to the opposite interpretation than the previous one was. Some third form would probably be better than either, at least potentially, but I'd rather not leave it as it stands... --[[User:The Wanderer|The Wanderer]] 20:32, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::As a more productive contribution, the current version reads just fine.  I don't understand how there can be any confusion whatsoever.  There is nothing unusual about that sentence structure, and I can't imagine the average 5th grader would have much problem with it, much less adults savvy enough to play a game whose graphics are rendered mostly in text with a byzantine user interface.  In short, there is no 'other way' to read the sentence.  Grey Mario has it right - there is exactly one way to interpret that. --[[User:Squirrelloid|Squirrelloid]] 23:00, 17 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::The thing is, I would have said exactly the same thing about the original form, and I do see the current form as being at least as easily misinterpreted as the original form.&lt;br /&gt;
:::::I suppose I am, at least partly, arguing from a position of &amp;quot;there was nothing wrong with the original so it shouldn't have been changed so we should change it back&amp;quot;, which isn't a very defensible position if there's nothing wrong with the current form either. I *do* think that there's more wrong with the current form than was wrong with the original, but I don't have very much to back that up besides the simple fact that I was not tripped up even slightly by the original form whereas I did find the current form to read strangely when it was first changed.&lt;br /&gt;
:::::I quite literally had difficulty figuring out what the commit message was talking about; the only conclusion I could arrive at was that the person who made the edit (you, if I'm not mistaken) had misunderstood the sentence.&lt;br /&gt;
:::::If the commit message had said e.g. something about a grammatical fix, and had made the exact same edit, I probably wouldn't have said anything. However, since the commit message seemed to be based on the assumption that the original writer had misunderstood the meaning of &amp;quot;invaluable&amp;quot;, it seemed obvious to me that the edit had been based on an incorrect premise and therefore was itself incorrect; I therefore reverted it with what seemed to me at the time to be an explanation of (or at least pointer to) the fact that the original form had not involved a misusage of &amp;quot;invaluable&amp;quot; but had simply been using it in a different correct manner. At this point I don't necessarily object so much to the current form (though, as I've said repeatedly, I do think the original was better) as to the notion that the original form was that kind of bad.&lt;br /&gt;
:::::--[[User:The Wanderer|The Wanderer]] 15:52, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::The original was wrong.  It said burning charcoal was invaluable.  Needless to say, as most people assume basic grammar, then the original editor of course thought that the original writer had misunderstood invaluable.  The grammar wasn't wrong, the word was.  Thus the editor correctly reported it as fixing word usage. --[[User:Squirrelloid|Squirrelloid]] 19:12, 18 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Since there is so much dissent over which word the &amp;quot;it&amp;quot; binds to in the sentence, surely we can agree that either form is going to mislead some people and do away with both. [[User:VengefulDonut|VengefulDonut]] 08:37, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Except 'it' isn't actually confusing - the grammar is simple and obvious.  The Wanderer seems to have a problem understanding basic grammar despite english apparently being his native tongue (which I gather from a lack of strange phrasing characteristic of other languages in his prose - not that other Western European languages would disagree with english on this point, can't speak for other languages).  I don't think it needs to be changed for this reason.  Now, having 'burning charcoal' as the subject of a sentence in a paragraph about Magma may be a little strange, so there may be other reasons to want to change the sentence, but acquiescing to people's requests to avoid grammatical sentences because proper grammar confuses to them is a bad idea - that way lies madness.  Anyone who is misled by proper grammar should blame no one but himself.  --[[User:Squirrelloid|Squirrelloid]] 10:56, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Obvious... to you? Yeah. To me? Sure. To everyone? Not so much. We can't afford to be aloof in word usage when the target audience is so broad. While it is strictly correct and clear to those of us closely familiar with english, others who read this wiki might be taken for a spin. We want to prevent that. [[User:VengefulDonut|VengefulDonut]] 22:23, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::: Madness is a prerequisite to play this game, and edit this wiki, so, I guess it's not so bad! Yet, as a french canadian I think the initial wording was not misleading. But to prevent an edit war, we should rules that out in a pit, with sharp metal objet. :) --[[User:Karl|Karl]] 12:16, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Reworded what seemed to be the offending phrase to something somewhat wordier but about a billion times clearer, in my opinion. If you really think this tiny part of the wiki is quite so important, do feel free to replace it and keep arguing about what seems to be a rather minor point.--[[User:Quil|Quil]] 23:45, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== What is the RED LINE (and other questions) ==&lt;br /&gt;
&lt;br /&gt;
I'm using 40d and have been seeing something show up that I can't find an explanation for anywhere.&lt;br /&gt;
That is, when viewing the accessable civilizations on the embark screen, often a red dashed line (-----) shows up next to a civilization (so far just Goblins).  What does this mean?  Furthermore, the ordering of listed civilizations seems to change by location does this imply their proximity to the site currently being viewed?&lt;br /&gt;
I hope that these questions are in the right section.  It seems that &amp;quot;embark screen&amp;quot; is synonomous with &amp;quot;location&amp;quot; in terms of this wiki.&lt;br /&gt;
Thanks.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 18:57, 28 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The red dashed line indicated that that civ is at war with you, and will generally be nasty to you, unless I'm mistaken. The ordering of listed civs indicated their proximity, although the one at the top will be your civ since YOU are that civ, so you're closest to yourself.--[[User:Quil|Quil]] 16:48, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::That's what I thought... but I could have sworn I saw the WAR tag once and got cofnused.--[[User:Jpwrunyan|Jpwrunyan]] 23:37, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I think the dashed line indicates frequent ambushes from that civilization, or other hostilities that will preclude later-game sieges.  WAR, I think, implies an area where said enemy is already at war with a nearby dwarf settlement and will also raise the level of threat on your fort.  I've settled in areas where the goblins normal and the elves were dashed line - the goblins traded and the elves attacked. --[[User:FJH|FJH]] 11:23 2 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Inaccessible places ==&lt;br /&gt;
&lt;br /&gt;
On my Pocket world (I use an EEE,) the only cold biomes I've found are deep in the mountains, where I'm not even allowed to embark. Am I forbidden to go there because it's in the mountains, and if so, could I set up fortresses as far into the mountains as possible and pave the way to the colder areas?{{user:yrael/sig|I can't help it, my computer just sux...|DATE=[[User:Yrael|Yrael]] 12:11, 9 February 2009 (EST)}}&lt;br /&gt;
&lt;br /&gt;
:Isn't that weird?  I understand not being able to embark to, for example, the middle of the ocean, but why not mountains?  No trees?  Bring logs.  You could expand the size of your embark site either horizontally or vertically so that it touches at least one non-mountain space but if your framerate is an issue, I guess I can see why that might not be a solution for you.--[[User:Jpwrunyan|Jpwrunyan]] 23:41, 9 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:As a stop-gap solution, there's a utility called EmbarkAnywhere that will let you embark in/on mountain-only tiles without any problems. As for world gen temperature distro, it sounds like there's a couple settings that are out of whack. At worst case, you can always manually paint a few horizontally gradient temperature strips in the preset field editor in the detailed World Params. --[[User:N9103|Edward]] 02:43, 10 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Deprecated Utility ==&lt;br /&gt;
Regional Prospector has been replaced by editing the init file to [SHOW_EMBARK_&amp;lt;feature&amp;gt;:ALWAYS] should the comment about it on the page be removed?--[[User:UseBees|UseBees]]&lt;br /&gt;
&lt;br /&gt;
== Location Size ==&lt;br /&gt;
&lt;br /&gt;
Added this cause I couldn't find it anywhere else. Concluded results after 3 psuedo random embarks. --[[User:Sphexx|Sphexx]] 00:13, 19 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=63260</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=63260"/>
		<updated>2010-02-19T00:13:24Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a [[dwarf|dwarven]] settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of [[block|area blocks]] that they select when starting a game - they can never explore or expand past those boundaries.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-[[mountain]]/[[river]] square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creatures]] as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as [[glacier]]s and [[island]]s are often accessible only to dwarven [[immigrant]]s and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of [[muskox]]es, [[mule]]s, [[horse]]s or [[camel]]s with your [[wagon]]. More importantly, when you select your starting equipment or make a trade agreement with the dwarven [[Trading|traders]] later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import [[flux]] stone, [[bituminous coal]] or [[bauxite]], you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of [[metal]]s and [[meat]] you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
Most of the interesting map features ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_&amp;lt;feature&amp;gt; options in your init.txt file. This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings/Climate ==&lt;br /&gt;
&lt;br /&gt;
If you are relatively new to the game, you will probably want to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some [[trees]] and vegetation on the map.&lt;br /&gt;
&lt;br /&gt;
All of these cautions can be ignored if you are attempting a [[fun]] [[challenges|challenge]].&lt;br /&gt;
&lt;br /&gt;
Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have [[Civilization|contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners and you will commonly run in the [[Elves]] too.  [[Elves]] are trickier to deal with than [[Humans]], but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include [[Kobolds]] and [[Goblins]] although they may also surprise you by wanting to trade (the [[Goblins]], at least).  This antagonism is not definite, however, and any of the [[civilization]]s save for your [[Dwarves]] have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red &amp;quot;[[war|WAR]]&amp;quot; next to that [[civilization]]'s listing.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[Water#Water_in_Fortress_Mode|drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another 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;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] [[ore]]s and are the only ones containing [[bauxite]] and [[bituminous coal]]/[[lignite]]. If you plan to have [[steel]] production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of [[chalk]], [[limestone]], or [[dolomite]].&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is top[[soil]]. It can be used for farming even without water, but it only rarely contains small amounts of [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable [[metal]]s like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of [[tree]]s in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of [[seed]]s, [[alcohol]], and [[food]] for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful [[wood]] (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt [[furniture]] and ready to sell trade goods. This does not apply to [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location Size ==&lt;br /&gt;
&lt;br /&gt;
Each tile on the &amp;quot;Local&amp;quot; map is 48x48 tiles. The [[Z-level]] size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Keep this in mind when planning for [[Mega_construction]]s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1473</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1473"/>
		<updated>2009-04-12T04:25:31Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[Mining#Caveats|damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include [[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like pump out a hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will turn into ice when the environment allows it. In some biomes, water will freeze only during the winter. Other biomes the water will always be frozen in all seasons.&lt;br /&gt;
&lt;br /&gt;
*Water will not freeze if it is in a dark-subterranean tile. &lt;br /&gt;
*Ice can also be melted using magma.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. Water may currently be desalinated by passing it through a [[Screw pump|screw pump]], however, if any desalinated water touches natural walls or floor, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries.&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19964</id>
		<title>40d:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Reclaim_fortress_mode&amp;diff=19964"/>
		<updated>2009-03-23T05:31:52Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: /* Reclaiming buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To '''reclaim a fortress''' you can hit {{key|R}} on the fortress location choice screen. This will let you return to a previously lost or abandoned fortress. The number of dwarves you reclaim with will depend on the nearby hostile monsters. These include both wild animals and megabeasts left behind, as well as newly spawned inhabitants. It is possible to embark on a fortress incredibly infested with creatures. Most likely, you are slaughtered immediately, and if you reclaim, can get up to 70 dwarves.(usually near special caves or chasms with multiple caves)&lt;br /&gt;
== Preparation ==&lt;br /&gt;
If you prepare for the journey, the [[Skill]]s screen is different from standard [[Dwarf_Fortress_mode|Fortress Mode]] but the Items screen is the same.&lt;br /&gt;
&lt;br /&gt;
The skills screen in reclaim mode shows a list of [[dwarves]] on the left and the list of skills on the right. The skill list shows the total number of dwarves with that skill, '''not''' the skill level of the selected dwarf. The skills of the selected dwarf are shown highlighted in green. Each of your starting dwarves is allowed one [[military]] skill and one domestic [[jobs|profession]]. If you do not like the randomly generated profession (highlighted in green) for the selected dwarf, you can move the selector right and pick a new profession with {{key|Enter}}. The equipment screen is the same as standard Fortress mode. Military skills are handled the same way as professions, though all start off as [[axeman|axedwarves]] and the military skill is highlighted in red{{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
Choosing specific professions will result in the dwarf having (without addition of [[Attribute|attributes]]) the matching skill. General professions ([[Woodworker]], [[Stoneworker]], [[Ranger]], [[Metalsmith]], [[Jeweler]], [[Craftsdwarf]], [[Farmer]], [[Engineer]], [[Administrator]]) give novice skill level in each of the specialist skills in the same way as incoming [[immigrant|migrants]] have them in dwarf fortress mode. Additionally, if no dwarf is marked as a trader, whichever dwarf is trading at the depot the first time the [[Trading|trade]] menu is opened, even if no trade is made, will instantly become a competent [[appraiser]] (though not a better [[judge of intent]]){{ver|0.27.176.38c}}.&lt;br /&gt;
&lt;br /&gt;
As for items, your dwarves will start fully equipped with [[armor]] and [[weapons]] that match their military skill; it is therefore safe to not take extra [[axe]]s with you. If your fortress had one or more [[anvil]]s they will most likely also still be there, so you can ditch the anvil for, say, a horde of [[war dog]]s, lots of [[alcohol|booze]] or more [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
== Arrival ==&lt;br /&gt;
&lt;br /&gt;
Upon arrival, you will see the items you left behind randomly flung about, [[buildings]] will be either destroyed or unclaimed, and all objects will be aged according to how long the place has been abandoned, so [[food]] will mostly be rotten or gone and dead bodies too will be rotting, [[bone]]s or gone. All objects will also be [[forbidden]]. Forbidden is a good thing, at least if you're reclaiming a fortress that was conquered by beasties or invaders, as it keeps your [[dwarves]] from rushing off on hauling jobs to the middle of enemy infested nowhere.&lt;br /&gt;
&lt;br /&gt;
Your dwarves start in military mode. You will have to clear out the any invaders to make use of the fort, and then reclaim the items and buildings in the safe sections. Once you've got a usable section of the fortress, you can start releasing your dwarves from military duty {{key|m}} so that they can start getting back to regular fortress life. Also note that your dwarves will want to reclaim, stockpile, sort and entomb all the bones of the previous inhabitants, so a happy fortress may require a lot of [[coffin]]s, depending upon how far along the fortress was when it failed. Your dwarves will also have no labors enabled when they arrive, you must manually turn them on.&lt;br /&gt;
&lt;br /&gt;
== Reclaiming buildings ==&lt;br /&gt;
&lt;br /&gt;
In order to reclaim a building for your dwarves to use, say a [[Smelter]], you will need to reclaim all of the items the make up that [[workshop]]. You can do this two ways. First, you can hit  {{key|t}} and move the cursor over the building, which will show all of the items within the building. This includes the materials used to build it. Just hit  {{key|f}} on each one to reclaim those items. Alternatively, when you are reclaiming items via the Stock screen any items that are part of a building can be reclaimed there as well. However, you won't know which ones those are, so for specific workshops it's easiest if you claim each one separately.&lt;br /&gt;
&lt;br /&gt;
It is also possible to designate multiple items and workshops by using {{key|d}} &amp;gt; {{key|b}} (&amp;gt;{{key|c}} claim is defaulted). This makes it easier to clean up everything and reclaim undisturbed stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Remaining living dwarves ==&lt;br /&gt;
&lt;br /&gt;
If you abandoned your fortress before all your dwarves died, you may see some of the previous occupants wandering around. Currently, that's exactly what they'll continue to do - wander aimlessly. If they die, they will go to your graveyard stockpile, but your dwarves don't care if they're entombed or left to rot. Mostly they just get in your way, but a few of them may be useful. They will not use your workshops, but [[fisherdwarf|fisherdwarves]] will fish, endlessly flinging their catch onto the ground for others to pick up. An exception to this is any insane dwarves that were left in your fortress when you abandoned it will remain hostile to the reclaiming forces as well.&lt;br /&gt;
&lt;br /&gt;
== Remaining monsters ==&lt;br /&gt;
&lt;br /&gt;
If you lost the fortress to a [[:Category:Megabeasts|megabeast]] or a [[goblin]] [[siege]], then the monsters will still be around, but hidden on the unit list.  When a monster is discovered, it will be announced with &amp;quot;an ambush, drive them out&amp;quot;.&lt;br /&gt;
A reclaim party is unlikely to need an anvil, so trading it for an army of [[dog]]s will help to keep numbers in your favour.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25699</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25699"/>
		<updated>2009-03-22T21:50:14Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: /* Underground tree farm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So what's the deal with named trees near elf settlements?  They seem to stop a short distance from the location of the closest elf.  I think I accidentally cut one down, but the elves haven't responded. [[User:Dolohov|Dolohov]] 10:48, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Underground tree farm ==&lt;br /&gt;
&lt;br /&gt;
Well, out of fear of goblin ambushes... and many dead dwarfs later. I decided to make my very own tree farm. Ive got it working, and theres trees growing, but there are rocks all over the place. Do I need to move these rocks to be able to designate these trees to be cut down? I would prefer not to move these 3 or 400 rocks, but what must be done, must be done. --Wafl&lt;br /&gt;
:You do have to move the rocks. You can use the Designate Dump [[Macros_and_keymaps|AutoHotkey script]] to quickly dump a large area of stone, though. --[[User:GreyMario|GreyMario]] 00:17, 8 April 2008 (EDT)&lt;br /&gt;
::tower caps require moving water, and can supposedly spawn next to damp wall that fufills that requirement(moving water)&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:eerr|eerr]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::Moving water is not necessary. Mud is fine. A damp wall doesn't cut it. [[User:VengefulDonut|VengefulDonut]] 22:29, 17 August 2008 (EDT)&lt;br /&gt;
Okay, this was a bit complex, so bear with me here - I dug out a pit underground, and channeled it out so it extended all the way to the layer that was the surface, BUT left the surface layer untouched. Not just the floor, but the actual layer of soil. Channel around that, and let it collapse all the way down to the pit you created. Roof it over. Muddy it. Trees will grow - http://img80.imageshack.us/img80/207/indoortreeqt8.png. --[[User:Xaddak|Xaddak]] 16:18, 12 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I noticed after digging a moat, that trees were growing there. Granted that I embarked at a place with a pretty high tree density, I believe that trees only need to be outside/above ground/light/on soil(not sure which combination). Can anyone confirm this? --[[User:Sphexx|Sphexx]] 21:50, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grow Time ==&lt;br /&gt;
In my current fortress, I've deforested the map. Then after it I dried the pools. This was in summer of 1055. Now is the late spring of 1057 and I have full-grown Mahogany in one of the pools. It matured in less than two years! Need to check this--[[User:Dorten|Dorten]] 08:27, 15 April 2008 (EDT)&lt;br /&gt;
:I've verified. The time, needed to grow is 1.5 years, not 3! At Pagebend, my current fort, treefarm was muddied at the late spring of 303, and now it's early winter of 304 and I already have some fully matured tower-caps! Changing article--[[User:Dorten|Dorten]]&lt;br /&gt;
&lt;br /&gt;
Do items produced from different tree's wood have different value? Are there more valuable trees than others? --[[User:DDouble|DDouble]] 20:27, 17 April 2008 (EDT)&lt;br /&gt;
:I'm pretty sure all wood is equally valuable.  But different woods have different weights, feather tree wood being extremely light. --[[User:Bouchart|Bouchart]] 21:07, 17 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Growing trees in soil ==&lt;br /&gt;
&lt;br /&gt;
I watered my stone in order to get trees to grow, but trees are not growing in my soil. Do I need to water the soil?--[[User:Wafl|Wafl]] 11:38, 18 April 2008 (EDT)&lt;br /&gt;
:Trees will not grow inside your fortress, unless you channel out the ceiling. If you want to make wood inside your fort you need to embark on a map with cave river or cave lake. When you discover them all non-smoothed muddied natural floor tiles will have a chance to spawn tower cap sapling. They don't need to be muddied with water from this underground feature, any mud will do. Channeling aboveground river underground won't create trees. To find underground water you can use regional prospector utility, it works very well. --[[User:Someone-else|Someone-else]] 15:15, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma resistance ==&lt;br /&gt;
&lt;br /&gt;
Trees resist magma like they do resist water. Shouldn't that be included in the article? --[[User:Someone-else|Someone-else]] 15:16, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deciduousness ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming that the &amp;quot;Autumnal&amp;quot; heading in the table was referring to trees whose leaves change colour in the autumn. I've changed the heading to &amp;quot;Deciduous&amp;quot;, because as far as I am aware &amp;quot;Autumnal&amp;quot; is used to describe a tree currently undergoing the colour change, rather than a tree which is capable of it. Fun with pedantry! --[[User:Raumkraut|Raumkraut]] 22:49, 11 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Supports ==&lt;br /&gt;
&lt;br /&gt;
I know it sounds crazy but once in adventure mode I smashed a Wolf onto a tree from the z-level above it. The dead body of the wolf stayed there for until I used the Travel Mode thing. Can anyone back this up? --[[User:Hoborobo|Hoborobo]] 03:43, 12 August 2008 (EDT)&lt;br /&gt;
:Yeah it happens. Trees support objects. --[[User:Ikkonoishi|Ikkonoishi]] 02:02, 5 September 2008 (EDT)&lt;br /&gt;
::Indeed, I had a dead troll fall on a tree, what a mess. [[User:HeWhoIsPale|HeWhoIsPale]] 08:43, 5 September 2008 (EDT)&lt;br /&gt;
:::Would the object in the tree join the wood pile made if the tree was chopped down? Can this be verified? --[[User:Stryc9fuego|Stryc9fuego]] 13:11, 5 September 2008 (EDT)&lt;br /&gt;
::::Yep, when I chopped down the tree my woodcutter was hip deep in troll chunks and ichor-stained clothing. [[User:HeWhoIsPale|HeWhoIsPale]] 13:45, 5 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Default density ==&lt;br /&gt;
&lt;br /&gt;
As the subject says. What is the default density? It lists several trees as having 'default' density, but I can't find what the default density actually is, anywhere. --[[User:Spoggerific|Spoggerific]] 19:57, 27 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Greenhouse&amp;quot; Trees ==&lt;br /&gt;
&lt;br /&gt;
Does an area have to be light, or above ground, to grow normal trees? I've been thinking of making a glass greenhouse to grow a large patch of trees. --[[User:Eb|Eb]] 07:16, 21 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== List of trees, each one an article ==&lt;br /&gt;
&lt;br /&gt;
I added/created articles for each tree in the list. They only redirect to the table, since we don't have a lot of useful info of them yet to create an article. Like that, we remove some red ugly link, and people can link to these tree, in case, someday, they start to have more differences and need an article of their own. --[[User:Karl|Karl]] 07:39, 27 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Treehuggers ==&lt;br /&gt;
&lt;br /&gt;
I just realized that it's been a while, and at least a few [[version]] {{version|0.28.181.40d}} upgrades, since I've seen those annoying [[elves]] complain about my rampant deforestation habits.  What percentage of a map's [[trees]] do I have to plunder before they start demanding I cap my demand? --[[User:FJH|FJH]] 23:13, 4 March 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42939</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42939"/>
		<updated>2009-03-22T20:17:30Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: /* Current Oddities caused by ramp? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;br /&gt;
:::Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --[[User:Juckto|Juckto]] 20:56, 3 September 2008 (EDT)&lt;br /&gt;
::::Indeed, you are right. How simple! Thx. --[[User:Doub|Doub]] 10:44, 4 September 2008 (EDT)&lt;br /&gt;
::  Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 18:39, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Current Oddities caused by ramp? ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Erathoniel|Erathoniel]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--[[User:Sphexx|Sphexx]] 09:57, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Construction of upward ramps underneath the already present downward ramps should make them usable again, if that is what you want. --[[User:Elvang|Elvang]] 14:40, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I currently want to remove them. Right now they are submerged in magma, and cave-ins are not working. I might end up cooling it and just re-mine all of it, but if there is an easier way, I'd like to know. --[[User:Sphexx|Sphexx]] 20:17, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== People don't use ramps? ==&lt;br /&gt;
&lt;br /&gt;
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it.  Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels.  In fact if I bar the gates traders just sit in place, unable to find a path.  --[[User:Corona688|Corona688]] 16:16, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --[[User:Savok|Savok]] 00:32, 25 November 2008 (EST)&lt;br /&gt;
::I don't have traffic designations making them want to go through the tunnels instead, no.  Not that merchants would obey such things anyway. --[[User:Corona688|Corona688]] 18:45, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --[[User:Elvang|Elvang]] 22:30, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Picture is wrong ==&lt;br /&gt;
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --[[User:Dorten|Dorten]] 23:06, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon torque / horsepower? ==&lt;br /&gt;
&lt;br /&gt;
Is there any limit to how many adjacent ramp squares a wagon can traverse?  Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to &amp;quot;level out&amp;quot; before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress.  Can I have an underground depot at Z-6 that is served by a single continuous down-ramp?  --[[User:Jurph|Jurph]] 16:54, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep.--[[User:Maximus|Maximus]] 17:33, 4 December 2008 (EST)&lt;br /&gt;
:...or a floodable pit through which everything coming in must pass, if you're not a bridge person. [[User:Sharp|Sharp]] 09:18, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27045</id>
		<title>40d Talk:Reclaim fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Reclaim_fortress_mode&amp;diff=27045"/>
		<updated>2009-03-22T19:28:25Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your old dwarves will leave in a big migrant group. You just have to wait. So remove the last section?&lt;br /&gt;
&lt;br /&gt;
== Preparation ==&lt;br /&gt;
Have not verified if the immediate grant of competent appraiser happens only if you've marked the dwarf as the outpost's broker first, or will happen even if you allow any dwarf to trade. --[[User:Mike the stout|Mike the stout]]&lt;br /&gt;
&lt;br /&gt;
== Section Caps ==&lt;br /&gt;
&lt;br /&gt;
Unless someone's decided to enforce it without discussing or amending [http://www.dwarffortresswiki.net/index.php/DwarfFortressWiki:Community_Portal#N Rule N], only Pages fall under the first cap, rest lower.&lt;br /&gt;
&lt;br /&gt;
== Ambush when old dwarf hunts? ==&lt;br /&gt;
&lt;br /&gt;
I recently reclaimed a fortress that had still living dwarfs there.  One of which was a hunter &amp;lt;br /&amp;gt;and seems to continue hunting after reclaiming by bashing things with her crossbow.&lt;br /&gt;
However every time she engages an animal I get my screen redirected and game pausing with the &amp;lt;br /&amp;gt;message &amp;quot;An ambush! Drive them out!&amp;quot;. Just reporting this in case it was unknown o.O my 2cents i guess&lt;br /&gt;
--[[User:Scrangos|Scrangos]] 02:20, 24 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Intro on page slightly inaccurate. ==&lt;br /&gt;
&lt;br /&gt;
The intro on this page states that it is possible to start with as many as 35 dwarves.  I just started a game on a map that I previously had abandoned immediately after arriving and I started with 70 dwarves.  (The map was mostly Evil and Savage and had a lot -far more then 70- evil critters all over it due to a chasm where a lot were taking up residence.) &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Frewfrux|Frewfrux]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Then double-check, and if your observations are indeed correct, '''edit the article!''' It's a wiki for a reason. --[[User:GreyMario|GreyMaria]] 18:24, 19 October 2008 (EDT)&lt;br /&gt;
I am unable to edit the intro paragraph.  There is no edit button.&lt;br /&gt;
Edit:  nvm, I'm dumb.  While there is no edit button for intro sections on a page I just figured out how you go about it.&lt;br /&gt;
&lt;br /&gt;
== Can't get them to do anything...  ==&lt;br /&gt;
&lt;br /&gt;
Just reclaimed a fortress, and they're all mooing around where the wagon is. I reclaimed everything, including individually in the fortress's workshops, and it all shows as claimed... but even with stationing and patrol routes, they're just standing there. I tried deactivating them, and they remain standing... The now deconstructed wagon (the one thing they've actually done) is profoundly well protected, but it doesn't seem like they're all that ambitious about doing anything else... --[[User:Azaram|Azaram]] 02:50, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, the rangers are happily denuding the forest of its wildlife, and a metalsmith is butchering them, but everybody else is all standing around doing nothing. I deactivated them, activated them, tried stationing squads over the lava pit to plink at the fire imps that destroyed the forest last time, and squat. Except now the mayor is demanding that they make something out of nickel that we don't have... Hopefully, he'll go nuts and wake the rest of them up, I guess. --[[User:Azaram|Azaram]] 03:11, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::you have to activate all of their non-military skills, even the ones they have as their profession, they start out with no labors enabled, for some strange reason. Oh, and is this the same fort as the one on your talk page? If so, good luck this time.--[[User:Destor|Destor]] 22:08, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::Yeah, sounds like you don't have any [[labor]]s activated.--[[User:Maximus|Maximus]] 22:58, 8 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I did that... Like I said, the rangers are ranging, and the butchers are butching... but everybody else has a bad case of thumbuppis hisazz... they won't even do ''military'' stuff, like patrolling or stationing. Only the outside ones are doing anything at all. And yes, it's the same fort. I was doing pretty well before the fire imps set the whole world on fire. :-p I want it back. --[[User:Azaram|Azaram]] 02:02, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Are you trying to get them to use workshops?  The workshops may still be forbidden: check their i{{k|t}}ems screen and remove an &amp;quot;F&amp;quot; next to the top items (those that have [B] -- this are the items used to build the workshops).  Or just build new workshops.  BTW, They'll only do military stuff while activated, and civilian stuff while deactivated.--[[User:Maximus|Maximus]] 11:56, 9 December 2008 (EST)&lt;br /&gt;
:::::And, while I'm sure you already know this, they'll only do their patrol and station points when on duty (through the Military screen View Squad) and will only spar when off duty. -[[User:Fuzzy|Fuzzy]] 12:24, 9 December 2008 (EST)&lt;br /&gt;
::::::I'm trying to get them to use workshops, but I did go through and unforbid everything. Nothing was showing an F, that I remember, it all had parens or braces around it ( or {; hard to tell in the font. I'd hit F and at the bottom it would switch from &amp;quot;F: claim&amp;quot; to &amp;quot;F: Forbid&amp;quot;, and the paren would disappear, so: from &amp;quot;(Thing)&amp;quot; to &amp;quot;Thing&amp;quot;. I'd figured that bit out from trying to nab the stuff from a goblin thief that had gotten flattened in a stonefall trap in my previous fort, the one with the waterfall. I went through the entire fortress, reclaiming everything, including loose rocks on the floor. I'd thought that part of the problem was that I'd forgotten to reclaim the closed floor hatches covering the entrance, which was true at one point, but didn't change after. I'd deactivate them and they'd happily get naked, dropping all their gear and dancing around the wagon, but that's about all the reaction I got out of any of them... I'll see about putting them on duty, but one would think that not being soldiers anymore would get them going on their crafts... --[[User:Azaram|Azaram]] 22:35, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::Use {{k|t}} on the workshops to make sure the workshops themselves are not forbidden, as I outlined above.--[[User:Maximus|Maximus]] 17:50, 10 December 2008 (EST)&lt;br /&gt;
::::::::I did that... I was about to give up on it and abandon, and suddenly they started moving. I guess the military just needed a couple of days to get their collective stuff together. :-p The miners are mining, the cooks are cooking, the carpenters are carping and the mayor is announcing silly mandates like 'don't export animal traps'... I have no idea what set it off, I was just sitting there looking at the big group of dwarves, when finally they just started streaming down the stairs. --[[User:Azaram|Azaram]] 21:07, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::::::Hm!  Interesting.  I guess there are still some subtle bugs with the tasking code (or inexplicable holdups, anyway).  Glad it's resolved.--[[User:Maximus|Maximus]] 22:10, 10 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::::::When I reclaimed my old fort just now I realized that all of my dwarves had their respective professions activated - except for the miners! I had to activate them manually. Can anyone confirm/deny any changes to pre-activated labours after reclamation? --[[User:Liqum|Liqum]] 13:50, 4 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reclaiming ==&lt;br /&gt;
I have recently reclaimed the same fortress three times in quick succession. It appears that some items and constructions that get &amp;quot;spread about&amp;quot; by the invaders and what-not sometimes get bugged. They cannot be used, dumped or removed. I don't know if this is a particular problem with multiple reclaims. --[[User:Liqum|Liqum]] 17:59, 5 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a bunch of friendly hostiles just chilling around my fortress, and a few of them near my depot. They've been scaring away traders, and I think it may have been because they were caged when the fortress was last abandoned. --[[User:Sphexx|Sphexx]] 19:28, 22 March 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42937</id>
		<title>40d Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ramp&amp;diff=42937"/>
		<updated>2009-03-22T09:57:41Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;redirect slope to this place?&lt;br /&gt;
took a while for me to find this.&lt;br /&gt;
helps in making traps and controlling movements.&lt;br /&gt;
thank god things can't fly...i think.&lt;br /&gt;
oh right and i don't know how to do whatever. redirect.--[[User:Seaneat|Seaneat]] 17:22, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Yeah, things can totally fly. Angrystalk the Giant Bat, I know you're out there, come join your brothers in my cages! ---[[User:Zombiejustice|Zombiejustice]] 20:02, 30 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
====Downward Ramp====&lt;br /&gt;
I am in my digging designation menu and I don't see an option to dig a ramp down? If I want to do that do I need to use stairs to get down, then construct ramps up? Then replace the stairs with ramps? --[[User:Ehertlein|Ehertlein]] 12:21, 29 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:One thing you can do is to dig one tile further than the ramp shall be, and dig a channel there.&lt;br /&gt;
:Then, your miners are able to dig from there an upward ramp on the level below:&lt;br /&gt;
:(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
XXXXXXXXXXXXXXXXXXXXXXXXX                  &lt;br /&gt;
               cXXXXXXXXX Level Z              c (c)hannel here at first&lt;br /&gt;
XXXXXXXXXXXXXX&amp;gt;______XXXX Level Z-1            &amp;gt;  then place an upward ramp here&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:If anyone is able to explain this better, fell free to edit.--[[User:Doub|Doub]]&lt;br /&gt;
::I am going to load up a different game and try this out. :) I don't have anything built at Z-1 yet so I hope I can dig the ramp from higher up.&lt;br /&gt;
::Ok so this was simpler then I thought I simply changed the Z level one lower and designated ups. No channels, no stairs, just go one lower and designate the up. --[[User:Ehertlein|Ehertlein]] 13:57, 29 August 2008 (EDT)&lt;br /&gt;
:::Forget that complicated process - to dig a downward ramp, simply move the screen down one z-level and designate an upward ramp. --[[User:Juckto|Juckto]] 20:56, 3 September 2008 (EDT)&lt;br /&gt;
::::Indeed, you are right. How simple! Thx. --[[User:Doub|Doub]] 10:44, 4 September 2008 (EDT)&lt;br /&gt;
::  Quirk: if you designate a downward stairway, then a ramp instead of an upward stairway on the level below, the finished product will be a ramp. A bit of strangeness, I saw it on the forums, tried it myself, it worked and a stuck miner rescued himself, leaving only a ramp behind. Version 40d. --[[User:Jellyfishgreen|Jellyfishgreen]] 18:39, 9 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Current Oddities caused by ramp? ==&lt;br /&gt;
&lt;br /&gt;
I'm gonna upload a new map on DFMA, Tongsgate. The savefile will be available. I'm having an oddity with a sealed artificial lake with a ramp in it (for transportation. It has a current just like a river. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Erathoniel|Erathoniel]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Speaking of ramp oddities, mine saved my dwarves life. I had a proficient swimmer dwarf fall into a river building a channel, and he just sat there being pushed with the current. With a little clever manipulation, I shoved him into 1/7 water quickly and had him build a ramp to the surface. He lived. Woo! &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Milskidasith|Milskidasith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, I have on one level ramps leading down, and the level underneath it is open space. Is there any way to fix this? It may have been caused by me clearing a lot of ground by using a controlled cave-in.--[[User:Sphexx|Sphexx]] 09:57, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== People don't use ramps? ==&lt;br /&gt;
&lt;br /&gt;
I've put my trade depot a floor aboveground, with ramps then a bridge leading to it.  Wagons get there fine, but people never take the ramps -- they always get there through the auxilliary tunnels.  In fact if I bar the gates traders just sit in place, unable to find a path.  --[[User:Corona688|Corona688]] 16:16, 11 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Do you have traffic designations making the people want to go through the tunnels? Are the tunnels simply more direct routes to the depot? --[[User:Savok|Savok]] 00:32, 25 November 2008 (EST)&lt;br /&gt;
::I don't have traffic designations making them want to go through the tunnels instead, no.  Not that merchants would obey such things anyway. --[[User:Corona688|Corona688]] 18:45, 29 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
On a related note, I've never seen nor can I get goblins to use ramps. The entrance to my fort is usually a long hallway with ramps at the end and a second long hallway a z-level down with a depot at the end. To save time when hauling stuff from the surface there's a stairway with a door I can lock during sieges. Siege comes, I lock the door(only door to be locked during siege), and the goblins will move halfway down the first hallway and then just sit there, never approaching the ramps even if I station a dwarf on them. --[[User:Elvang|Elvang]] 22:30, 12 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Picture is wrong ==&lt;br /&gt;
Just a bit: the upper ramp is valid, since it has supporting wall (diagonal one (even two of them)). Need to repaint it as floor also. --[[User:Dorten|Dorten]] 23:06, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Wagon torque / horsepower? ==&lt;br /&gt;
&lt;br /&gt;
Is there any limit to how many adjacent ramp squares a wagon can traverse?  Aesthetically, I had always placed 3 or more tiles of flat space between two ramps, on the assumption that the wagon needed to &amp;quot;level out&amp;quot; before negotiating another hill... but I've seen them do some crazy off-roading on their way to my fortress.  Can I have an underground depot at Z-6 that is served by a single continuous down-ramp?  --[[User:Jurph|Jurph]] 16:54, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yep.--[[User:Maximus|Maximus]] 17:33, 4 December 2008 (EST)&lt;br /&gt;
:...or a floodable pit through which everything coming in must pass, if you're not a bridge person. [[User:Sharp|Sharp]] 09:18, 26 January 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Pumpedmagma.png&amp;diff=47202</id>
		<title>File talk:Pumpedmagma.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Pumpedmagma.png&amp;diff=47202"/>
		<updated>2009-02-05T20:20:34Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: New page: This is wrong. The pumped magma will not flow upwards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is wrong. The pumped magma will not flow upwards.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41913</id>
		<title>User:Sphexx</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41913"/>
		<updated>2008-05-31T10:45:10Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Royalwall==&lt;br /&gt;
&lt;br /&gt;
====Entirely green glass castle====&lt;br /&gt;
&lt;br /&gt;
Currently year 1075, at the 100 population cap.&lt;br /&gt;
&lt;br /&gt;
:*30 military/guard/royal guard&lt;br /&gt;
:*8 glassmakers&lt;br /&gt;
&lt;br /&gt;
===Completed buildings===&lt;br /&gt;
:*Workshops&lt;br /&gt;
:*Barracks&lt;br /&gt;
:*Living quarters&lt;br /&gt;
:*Sunshine greenhouse/cafeteria/food+booze storage&lt;br /&gt;
:*Bazaar&lt;br /&gt;
:*bath house&lt;br /&gt;
&lt;br /&gt;
===In progress buildings===&lt;br /&gt;
:*Throne (0%)&lt;br /&gt;
:*Sacrificial altar( 10%)&lt;br /&gt;
:*finish outer walls (currently at 3-6 height)&lt;br /&gt;
&lt;br /&gt;
===Completed projects===&lt;br /&gt;
:*Trade Depot euthanasia chamber (arguable)&lt;br /&gt;
&lt;br /&gt;
===In progress Projects===&lt;br /&gt;
:*fountain (in living quarter's courtyard)(suspended)&lt;br /&gt;
:*waterfall(s) (in bath house and throne room)&lt;br /&gt;
:*trash compactor (suspended)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone with ideas/architectural designs/more projects/buildings post in the talk page.&lt;br /&gt;
I will attempt to accommodate any requests if possible.&lt;br /&gt;
&lt;br /&gt;
I will release pictures when all buildings are satisfactory.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41912</id>
		<title>User:Sphexx</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41912"/>
		<updated>2008-05-29T04:50:30Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Royalwall==&lt;br /&gt;
&lt;br /&gt;
====Entirely green glass castle====&lt;br /&gt;
&lt;br /&gt;
Currently year 1075, at the 100 population cap.&lt;br /&gt;
&lt;br /&gt;
:*30 military/guard/royal guard&lt;br /&gt;
:*8 glassmakers&lt;br /&gt;
&lt;br /&gt;
===Completed buildings===&lt;br /&gt;
:*Workshops&lt;br /&gt;
:*Barracks&lt;br /&gt;
:*Living quarters&lt;br /&gt;
:*Sunshine greenhouse/cafeteria/food+booze storage&lt;br /&gt;
:*Bazaar&lt;br /&gt;
&lt;br /&gt;
===In progress buildings===&lt;br /&gt;
:*Throne (0%)&lt;br /&gt;
:*Sacrificial altar( 10%)&lt;br /&gt;
:*bath house (90%)&lt;br /&gt;
:*finish outer walls (currently at 3-6 height)&lt;br /&gt;
&lt;br /&gt;
===Completed projects===&lt;br /&gt;
:*Trade Depot euthanasia chamber (arguable)&lt;br /&gt;
&lt;br /&gt;
===In progress Projects===&lt;br /&gt;
:*fountain (in living quarter's courtyard)(suspended)&lt;br /&gt;
:*waterfall(s) (in bath house and throne room)&lt;br /&gt;
:*&amp;lt;s&amp;gt;underground tree farm (lack of wood is my bane)&amp;lt;/s&amp;gt;(Not possible, didn't read full article)&lt;br /&gt;
:*trash compactor (suspended)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone with ideas/architectural designs/more projects/buildings post in the talk page.&lt;br /&gt;
I will attempt to accommodate any requests if possible.&lt;br /&gt;
&lt;br /&gt;
I will release pictures when all buildings are satisfactory.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38956</id>
		<title>40d Talk:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Grate&amp;diff=38956"/>
		<updated>2008-05-28T09:03:29Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can fish pass through underwater wall grates? --[[User:Benitosimies|Benitosimies]] 19:08, 10 March 2008 (EDT)&lt;br /&gt;
:All vermin can. --[[User:Someone-else|Someone-else]] 12:24, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Projectiles confirmed to pass through floor grates for v0.27.176.38c.  --[[User:Geofferic|Geofferic]] 03:23, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Has anyone encountered cats/kittens and children passing through grates with assistance of water? I seem to have a few children, cats, and kittens just falling through a grate that has a lot of water being pulled through it.--[[User:Sphexx|Sphexx]] 05:03, 28 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41911</id>
		<title>User:Sphexx</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sphexx&amp;diff=41911"/>
		<updated>2008-05-28T02:55:57Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: New page: ==Royalwall==  ====Entirely green glass castle====  Currently year 1075, at the 100 population cap.  :*30 military/guard/royal guard :*8 glassmakers  ===Completed buildings=== :*Workshops ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Royalwall==&lt;br /&gt;
&lt;br /&gt;
====Entirely green glass castle====&lt;br /&gt;
&lt;br /&gt;
Currently year 1075, at the 100 population cap.&lt;br /&gt;
&lt;br /&gt;
:*30 military/guard/royal guard&lt;br /&gt;
:*8 glassmakers&lt;br /&gt;
&lt;br /&gt;
===Completed buildings===&lt;br /&gt;
:*Workshops&lt;br /&gt;
:*Barracks&lt;br /&gt;
:*Living quarters&lt;br /&gt;
:*Sunshine greenhouse/cafeteria/food+booze storage&lt;br /&gt;
:*Bazaar&lt;br /&gt;
&lt;br /&gt;
===In progress buildings===&lt;br /&gt;
:*Throne&lt;br /&gt;
:*Sacrificial altar&lt;br /&gt;
:*bath house&lt;br /&gt;
:*finish outer walls (currently at 3-6 height)&lt;br /&gt;
&lt;br /&gt;
===Completed projects===&lt;br /&gt;
:*Trade Depot euthanasia chamber (arguable)&lt;br /&gt;
&lt;br /&gt;
===In progress Projects===&lt;br /&gt;
:*fountain (in living quarter's courtyard)&lt;br /&gt;
:*waterfall(s) (in bath house and throne room)&lt;br /&gt;
:*underground tree farm (lack of wood is my bane)&lt;br /&gt;
:*trash compactor (suspended)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Anyone with ideas/architectural designs/more projects/buildings post in the talk page.&lt;br /&gt;
I will attempt to accommodate any requests if possible.&lt;br /&gt;
&lt;br /&gt;
I will release pictures when all buildings are satisfactory.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8665</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8665"/>
		<updated>2008-05-27T20:48:01Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11229</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11229"/>
		<updated>2008-05-23T10:34:34Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: magma puppy update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11228</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11228"/>
		<updated>2008-05-23T09:10:50Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Magma vs puppy? ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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. --[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11227</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11227"/>
		<updated>2008-05-23T08:59:26Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
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:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
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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;
: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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== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
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== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
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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. I'll try to upload a video when I can.&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. --[[User:Sphexx|Sphexx]] 04:59, 23 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11226</id>
		<title>40d Talk:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma&amp;diff=11226"/>
		<updated>2008-05-23T07:49:30Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: /* Replenishing Magma */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are you certain that steel is a requirement for metals in contact with magma? This info conflicts with the [[Magma smelter]] article, which state that using [[Fire-safe materials]] is enough. Don't have a fort with magma yet, but could someone check which one is correct?[[User:Thexor|Thexor]] 19:23, 31 October 2007 (EDT)&lt;br /&gt;
:If i disable temperature can my dwarfs swim through the magma unharmed? Will it still cause water to steam? [[User:Diabl0658|Diabl0658]] 22:28, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does the type of rock around the mountainous areas hint at magma? If you check out [http://en.wikipedia.org/wiki/Volcanic_rocks#Naming this article] and [http://en.wikipedia.org/wiki/Igneous_rock#Mineralogical_classification this site] list a bunch of common volcanic rocks: Granite, Rhyolite, Diorite, Andesite, Gabbro, Basalt, Peridotite and Komatite. Perhaps some clues as to where to find magma?&lt;br /&gt;
:It may be possible to find magma vents by searching for extrusive igneous rocks (such as basalt, felsite, rhyolite and andesite), but continental shelves and deep earth are just naturally made of intrusive igneous rock (such as granite, diorite and gabbro). It's generally indicative of rock that has been pushed up to the surface (or erosion has withered the rock down), and not a volcano.&lt;br /&gt;
::So areas with surface igneous rocks such as basalt, felsite, rhyolite and andesite have a high chance of finding a source of magma below the surface? I'd like to know if it's entirely random or if there is some order or pattern to it. [[User:Schm0|Schm0]] 08:38, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a completely different topic: I keep setting up on magma vents but not actually having a magma chamber visible. I assumed one problem was the lack of a border on my plot (so somehow the volcano was actually outside my plot), but even after making it bigger there was still no magma (...but it did have a fancy cave)...This has happened the last 4 times I've tried to start on a volcano, and the world regenerating takes quite a while for ~10 named volcanoes, and then all of the livable ones don't actually have magma.--[[User:UltimaGecko|UltimaGecko]] 16:50, 3 November 2007 (EDT)&lt;br /&gt;
:You might try using reveal.exe to see if the volcano is underground. I just built on a site with a volcano which was not visible from the surface, and used reveal to make sure I hadn't lost my mind (then I killed DF and restarted it so I wouldn't still have the map revealed) - The volcano was entirely underground, covered by layer(s) of rock. I've also added a note to the article saying that it is possible to find a volcano which is visible on the starting screen but not from the surface on-site.--[[User:SL|SL]] 21:54, 7 November 2007 (EST)&lt;br /&gt;
::I think this is related to the temperature of the area. I've got a map with a magma vent in the middle of a glacier. There was no surface magma, but there was a nice flat, round patch of obsidian surrounded by ice. After digging down three levels through this &amp;quot;cap&amp;quot;, I hit live magma. It's actually a nice setup, as I've basically set up a small fort *in* the cap--basically my dwarves are living in the mouth of the volcano, with the basement level dedicated to magma smelters, forges, glass furnaces, etc. --[[User:RedKing|RedKing]] 04:26, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magmapool/pipe section ==&lt;br /&gt;
Zara, you recently added some info about all magma pipes having cliffs over them -- this is incorrect. I've played a very large number of magma pipe maps, and very often they are completely exposed to the air. I've also removed the line about them being &amp;quot;as small as two z-levels!&amp;quot;, because it needs better phrasing. I may fix it later. [[User:MOOMANiBE|MOOMANiBE]] 22:39, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:in the meantime I had figured that out, too. But what is the difference between a magma pipe and a volcano, then? {{unsigned|Zara}}&lt;br /&gt;
&lt;br /&gt;
::As far as I know, the distinction comes down to whether it reaches the surface. If so, some would then call it a volcano rather than a magma pipe. I believe that magma pipes which reach the surface (or volcanoes, if you will) are the only ones which actually show up on the embark map, while underground magma pipes and magma pools do not (unless you use the Regional Prospector tool). --[[User:Janus|Janus]] 23:07, 10 March 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
:::No, similar to Moonanibe,I've played on several maps where, on the embark screen, the magma pipe was only visible using regional prospector. However, as soon as I took a look at the place, I found the magma partly (or completely) exposed on the surface. [[User:Zara|Zara]] 01:59, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Added new section ==&lt;br /&gt;
I added a section regarding &amp;quot;Built objects vs. Magma&amp;quot;. I think it's absolutely vital we establish what does and doesn't melt in magma, in a clean list. There are quite a few things that could be added to that list (Constructed floors for one) so please, do add to it. [[User:MOOMANiBE|MOOMANiBE]] 17:31, 18 February 2008 (EST)&lt;br /&gt;
:Have you tested the bridges? I conjecture that all buildings and constructions without mechanisms are perfectly fine with magma contact. [[User:VengefulDonut|VengefulDonut]] 10:37, 19 February 2008 (EST)&lt;br /&gt;
:: The bridges part was cut from another section of the article and moved in there. Since it was already here, I assumed it was accurate. I haven't actually checked myself. [[User:MOOMANiBE|MOOMANiBE]] 16:54, 19 February 2008 (EST)&lt;br /&gt;
:I will verify bridges one way or the other. I'm pretty sure they cant melt, though. [[User:VengefulDonut|VengefulDonut]] 21:03, 19 February 2008 (EST)&lt;br /&gt;
::they dont melt, as they arent actually within the magma. that was copied over from the 2d wiki and nobody removed it -[[User:Chariot|Chariot]] 22:29, 19 February 2008 (EST)&lt;br /&gt;
::: I noticed you removed the line about bridges. It seems silly not to mention them at all, so I've written up a line about them working no matter what the material and stuck it in. [[User:MOOMANiBE|MOOMANiBE]] 23:12, 19 February 2008 (EST)&lt;br /&gt;
::::yea they should definately be mentioned, wasnt thinking when i removed it completely(recovering from a bad cold and brain is still a bit foggy) -[[User:Chariot|Chariot]] 00:49, 20 February 2008 (EST)&lt;br /&gt;
Tested. Non-magmaiproof bridges -over- magma are fine. Non-magma-proof submerged in magma will melt. [[User:VengefulDonut|VengefulDonut]] 12:39, 21 February 2008 (EST)&lt;br /&gt;
: Interesting. I'll edit the article to say as much. [[User:MOOMANiBE|MOOMANiBE]] 15:30, 21 February 2008 (EST)&lt;br /&gt;
This is what I've found: ANY Construction is safe from magma (even wooden ones. Walls, stairs, fortifications, etc). Any building is unaffected by magma if the magma doesn't occupy the same tile as the building. Example: a door is safe if it's closed, even if it's made of non-safe rock or wood. If you lock it open with a mechanism, or if it's jammed, then the magma interacts with the components, burning/melting them if they can't stand the heat. A pump made of wood or any other material is also safe, as long as the magma doesn't flow *over* it. Since the &amp;quot;out&amp;quot; side acts as a wall, if it's correctly isolated from the magma it won't get damaged and will pump the magma without any trouble. --[[User:Sergius|Sergius]] 01:41, 21 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Replenishing Magma ==&lt;br /&gt;
&lt;br /&gt;
Since magma replenishes now, I've rewritten that snippet from the article. If I've missed something(a kind of magma not regenerating, though this always worked for me on several maps), feel free to correct things. --[[User:Romantic Warrior|Romantic Warrior]] 15:47, 18 February 2008 (EST).&lt;br /&gt;
&lt;br /&gt;
&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;
&lt;br /&gt;
There is another way to stop a flow of magma that's moving through a tunnel. You can go one z-level higher, dig to a spot above the magma-filled tunnel, then build a channel above where the magma is flowing and assign it as a Pond Zone. So long as you have buckets and a viable Water Source zone, a dwarf will come along and drop water on the magma, instantly turning it into obsidian and blocking the tunnel. --[[User:Stromko]] January 6th, 2007&lt;br /&gt;
: I've tried this - it rarely works. Usually you just destroy 1/7 of the magma per bucket, along with the water from the bucket, and nothing turns to obsidian. You need to hit it with larger quantities of water at once to get reliable results. --[[User:SL|SL]] 10:35, 6 January 2008 (EST)&lt;br /&gt;
::Actually, you have to hit it from two levels up. Just one won't do anything.--[[User:Demosthenes|Demosthenes]] 17:07, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Criteria for Magma Buildings==&lt;br /&gt;
&lt;br /&gt;
Is there a special condition that must be met before Magma Smelters/Forges/Furnaces and so on will appear on the build menus?  I have a magma pit and some channels over it so that I can access it for magma, but I cannot build any magma-using buildings. - [[User:Confused Rat|Confused Rat]]&lt;br /&gt;
&lt;br /&gt;
:Magma furnaces and forges need a hole somewhere on the ground where they are built. This is to allow the furnace/forge to take the heat from the magma as they are used. --[[User:Eagle of Fire|Eagle of Fire]] 19:43, 25 January 2008 (EST)&lt;br /&gt;
:What he means is that the magma furnaces don't even appear in the build menu. This is because you haven't discovered magma through natural means. The only way this can happen is if you used reveal to find the magma. You'll have to use the [[Utilities#Enable_Magma_Buildings|Enable Magma Buildings]] utility to make them appear. --[[User:Valdemar|Valdemar]] 20:03, 25 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Infinity Generators? ==&lt;br /&gt;
&lt;br /&gt;
Because magma is currently a finite resource, would it be a good idea to add how to make an infinity generator as workarround untill Toady gives us some more of the stuff?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Highlord Asehujiko|Highlord Asehujiko]] ([[User talk:Highlord Asehujiko|talk]]•[[Special:Contributions/Highlord Asehujiko|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Not on the main article as it would easily be considered cheating. In here, or the [[cheating]] article itself would be fine, the latter probably more appropriate as it could be applied to water as well for those scorching maps. --[[User:N9103|Edward]] 19:16, 27 January 2008 (EST)&lt;br /&gt;
::Magma regenerates in most cases, which pretty much means it's infinite. --[[User:Someone-else|Someone-else]] 19:19, 26 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Lava vs. Magma ==&lt;br /&gt;
&lt;br /&gt;
I hadn't noticed it until just now, but both Lava and Magma occur in the game.  I haven't seen this fact referenced in the wiki.  Magma is a fluid which occurs in Magma Pipes, and in areas directly connected to Magma Pipes.  Lava appears to occur in disconnected areas.  I'm not sure what happens if you reconnect.  If you use {{k|k}} to view a square, you'll see either Magma or Lava depths given.  I'm not clear on what difference there is between the two fluids. --[[User:Doctorlucky|Doctorlucky]] 02:58, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:There is none, just the name. --[[User:Savok|Savok]] 10:30, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::both in df, and irl, molten rock in open air is called lava, while subterranean is called magma -[[User:Chariot|Chariot]] 15:40, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Ah, so magma which is ''Outside'' is lava.  Cool.  I guess my disjoint areas are all also outside :)  I suppose we ought to mention this somewhere on the page? --[[User:Doctorlucky|Doctorlucky]] 19:19, 23 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31016</id>
		<title>40d Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bin&amp;diff=31016"/>
		<updated>2008-05-21T10:13:00Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How many bars does it take to make a bin? Does it depend on what kind of metal? I've gotten canceled messages for &amp;quot;Can't find 2 iron bars&amp;quot; or &amp;quot;can't find 3 platinum bars&amp;quot;...&lt;br /&gt;
* 3 bars or 1 log, see the [[metalsmith]] page [[User:Coelocanth|Coelocanth]]&lt;br /&gt;
&lt;br /&gt;
== to do ==&lt;br /&gt;
*Is there a max of items per bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Yes, but it varies by item type. A bin can always fit at least 10 (I think). If you're storing socks, it can hold many more. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==problem ==&lt;br /&gt;
I fail to have an armor bin, they always carry them of to cloth piles and whatnot. Any tricks? Maybe needs a metal bin?&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Koltom|Koltom]] ([[User talk:Koltom|talk]]•[[Special:Contributions/Koltom|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Edit the settings on your stockpiles to keep out the things that you dont want to go there. [[User:VengefulDonut|VengefulDonut]] 11:37, 21 February 2008 (EST)&lt;br /&gt;
:: yeah, i limited bins on all stockpiles to what was already there. For a change they now put the bins on furniture piles -empty- but at least 3 of 10 arrived on armor piles and the clutter is gone. But its terrible micromanagement to adjust the piles every time one needs a new bin - i will just have to mass produce... --[[User:Koltom|Koltom]] 20:46, 21 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bin transfer?==&lt;br /&gt;
When making a new stockpile and deleting the previous, the dwarves only decide to move the goods that are not within bins. The new stockpile isn't close to full, and the filled bins sit in the old room without the designation. Is there a (non-tedious) way to make the dwarves move the bins to my new stockpile?&lt;br /&gt;
--[[User:Sphexx|Sphexx]] 06:13, 21 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rest&amp;diff=40391</id>
		<title>40d:Rest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rest&amp;diff=40391"/>
		<updated>2008-04-16T16:06:03Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rest job is activated when a dwarf cannot do most normal tasks. (Like walking around) The dwarf with the rest job is either rescued and put in a bed, or moves very slowly to the bed leaving a very annoying trail of blood. The dwarf will stay in the bed until the injuries are fully healed.&lt;br /&gt;
&lt;br /&gt;
More information at [[Wound]]&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35782</id>
		<title>40d Talk:Melt item</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Melt_item&amp;diff=35782"/>
		<updated>2008-04-11T23:04:29Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How material efficient is melting things down? [[User:Risim|Risim]] 23:54, 25 January 2008 (EST)&lt;br /&gt;
:It's not lossless, that's for sure. I could be quite wrong, but something makes me want to say it's around 3:1, based on bars required to create the items. I think overages are lost, but that's just a casual observation. It's really the only way to get certain metals in larger quantities though, assuming importing the bars or ore alone aren't good enough for your means. (Most commonly run into when trying to get certain metals from the mountainhomes before you're ready to bring in humans) --[[User:N9103|Edward]] 06:32, 26 January 2008 (EST)&lt;br /&gt;
:: Does smelting need coal?--[[User:Koltom|Koltom]] 23:53, 29 February 2008 (EST)&lt;br /&gt;
:::It needs fuel. So coal or magma. --[[User:Ikkonoishi|Ikkonoishi]] 00:25, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, i got a bar of steel from melting a steel piccolo and a steel toy axe(2 items), however the piccolo was of &amp;quot;*&amp;quot; quality, not sure if the quality affects melting or not, so mentioning it just to be on the safe side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does designating an item to melt make it forbidden? (for equipping)&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10747</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=10747"/>
		<updated>2008-04-08T09:57:33Z</updated>

		<summary type="html">&lt;p&gt;Sphexx: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are a few things to keep in mind when playing Dwarf Fortress. These tips are useful for players old and new, so no matter how long you've been playing DF, don't be surprised if you learn something that'll really make playing more enjoyable!&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that losing is fun! Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition: It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the [[controls]]. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  [[Efficient_gameplay|Efficient Gameplay]] offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, &amp;lt;i&amp;gt;all over again.&amp;lt;/i&amp;gt;&lt;br /&gt;
** In this vein, there is now a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, see [[Maximizing_framerate]] for advice.&lt;br /&gt;
&lt;br /&gt;
* If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Bay12games.com]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
== Tips and Tricks ==&lt;br /&gt;
&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find out how he died.&lt;br /&gt;
&lt;br /&gt;
* The closest available material is used for ambiguous tasks such as a floodgate. To prevent frustration, you can make a custom stockpile (e.g. for bauxite) next to your workshop. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop. (A good start for magma maps is to build the workshop next to the wagon, and get your magma-proof grate/floodgate/mechanisms painlessly)&lt;br /&gt;
&lt;br /&gt;
* Dwarves get trapped easily! They tend to like building things north/west of the site so make sure there a way out.&lt;/div&gt;</summary>
		<author><name>Sphexx</name></author>
	</entry>
</feed>