<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stryc9fuego</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stryc9fuego"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Stryc9fuego"/>
	<updated>2026-06-02T23:49:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13735</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13735"/>
		<updated>2008-10-22T14:00:54Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: /* Old Age */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you dig a tunnel underneath a body of water, you retain the ceiling overhead. If you were to remove this ceiling (e.g. by digging a ramp or stairway upwards) then the water would certainly flow.&lt;br /&gt;
&lt;br /&gt;
::It would, except digging a ramp doesn't remove the ceiling...in fact it's impossible to dig upwards into water. You can't designate anything on the water tile above, and nothing you do below removes the ceiling...I tried in vain, and was sorely dissapointed. 'Specially since Toady did it one of his movies. Let me know if you get it to work, though. --[[User:Turgid Bolk|Turgid Bolk]] 14:10, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::You can currently ramp up into a water source and have it release the water down in version v0.27.169.33g.  --[[User:Stravitch|Stravitch]] 16:39, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Build an upward (or an up/down) staircase on a level below and designate a downward staircase on the level above. Downward staircase is essentially a modification of the floor (ceiling) into a hole with stairs. Water doesn't flow in 16 up/down+horizontal directions (doesn't flow up+horizontal under pressure). Be warned that digging directly below a lake or a river is safe despite &amp;quot;dump stone&amp;quot; warning but digging into stone directly below an aquafier is NOT safe.--[[User:Another|Another]] 02:35, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Water flows in only 10 directions: the eight horizontal directions, straight up, and straight down. Someone should edit the article page.[[User:Rkyeun|Rkyeun]] 12:08, 23 January 2008 (EST)&lt;br /&gt;
::::Done, but don't hesitate to edit pages if you see something wrong :) people can always reedit them if they disagree ;) --[[User:Shades|Shades]] 16:13, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Losing is fun ==&lt;br /&gt;
What would you say to moving the article to [[fun]] and making this one a redirect? [[User:VengefulDonut|VengefulDonut]] 18:29, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:That would be so funny! Don't know if it would gel with the rules, though. --[[User:Tarsier|Tarsier]] 19:53, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Redirected fun to here. ;) --[[User:Turgid Bolk|Turgid Bolk]] 14:12, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Starvation ==&lt;br /&gt;
According to the starvation section you can gather plants if you dont have soil to farm on, but as far as i know plants only grow above soil layers [[User:Thatguyyaknow|Thatguyyaknow]] 08:57, 19 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:If you make rock muddy, you can grow on top of it. [[User:Calculus|Calculus]] 15:16, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dehydration ==&lt;br /&gt;
What's that about &amp;quot;an indoor basin or water tower&amp;quot; ?  How do you do that? --[[User:Keesto|Keesto]] 15:17, 6 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Old Age ==&lt;br /&gt;
&lt;br /&gt;
Does anybody know if dwarves can die of old age? or do they all just keep living forever?&lt;br /&gt;
:According to the raws, dwarves have a lifespan of 160-200 years. So if you play for a ''really'' long time... --[[User:Bilkinson|Bilkinson]] 12:19, 9 October 2008 (EDT)&lt;br /&gt;
::How old are your starting dwarves? Do they start at a certain &amp;quot;matured&amp;quot; age, or are they for all intents and purposes abnormally large babies? --[[User:Stryc9fuego|Stryc9fuego]] 10:00, 22 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20522</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20522"/>
		<updated>2008-10-20T18:37:10Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: /* Infinite Experience Corrected? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
:: I believe that the bookkeeper's quarters requirement only comes into play when you have a mayor.  Before that, all he (or she) needs is an office.  The wealth of your fortress is irrelevant.  --[[User:Chrispy|Chrispy]] 08:00, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Most of the time, the Mayor and the bookkeeper are the same person, thus you need an office for that person.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:52, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Actually not, because mayor is usually the laziest dwarf around spending all his time gaining noble (talking) skills. Bookkeeper is this lonely nerd spending all his time counting numbers. Funny thing is that all this bookkeeping builds up huge muscles and awesome speed, thus making paperwork best pre-military training ever (for single dwarf). If it was possible to have multiple bookkeepers my entire army would be drafted from clerks. --[[User:Someone-else|Someone-else]] 13:52, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done. --[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::That's odd because I did similar (high, not highest, so I could track percentage to next level) and saw a gradual decrease with my precision. Did you keep a *very* close eye on the precision, and turn precision down to next lower level as soon as highest was achieved? --[[User:N9103|Edward]] 17:32, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It sounds like your stocks aren't changing that much. You have a Goblin siege and get several goblin socks (not on the books). Then you sell them off... possibly for food/consumables that are processed/eaten, or for few steel items that don't cause as large a hit to your inventory?--[[User:Stryc9fuego|Stryc9fuego]] 14:37, 20 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quantum bookkeeper works while paused! ==&lt;br /&gt;
&lt;br /&gt;
It seems that my bookkeeper does work while the game is paused. It is the fifth of slate, first year, so (since I didn't get a throne asap) the bookkeeper has been working for a couple weeks or so. He's a High Master and gained three attributes while the game was paused. --[[User:Savok|Savok]] 11:05, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds weird. Surely pause = no frames = nothing happens --[[User:AlexFili|AlexFili]] 11:12, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That's why he's a quantum bookkeeper. --[[User:Savok|Savok]] 11:33, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds similar to reports that liaison meetings progress while you're designating mining with the mouse. [[User:Anydwarf|Anydwarf]] 12:43, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Aye. I've had those too. I believe they always happen on a mouse-click. --[[User:Savok|Savok]] 14:41, 4 June 2008 (EDT)&lt;br /&gt;
:::FWIW, I've had the liason acceleration happen while using the keyboard to designate mining spots. -[[User:Fuzzy|Fuzzy]] 10:12, 11 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18104</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18104"/>
		<updated>2008-10-20T18:08:01Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: /* How do I kill elves? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
I accidentally offered an elf some wooden items, and after that the Trade option was disabled even after exiting out of the interface and starting a new trading session. Is that supposed to happen? Seems a little harsh to me... --[[User:Theory|Theory]] 14:12, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I was sieged by humans in I think 39c after a merchant's guild representative was slaughtered by a goblin ambush. [[User:Mingebag|Mingebag]] 01:07, 26 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;br /&gt;
&lt;br /&gt;
Animalmen are no longer wildlife in 39e, so they're hostile to elves. Someone should edit the article to express this. --[[User:Neoskel|Neoskel]] 21:40, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves as of .39c ==&lt;br /&gt;
&lt;br /&gt;
I feel the Elves went under a pretty big overhaul in the latest version. They've turned into tree huggers who do little else but complain, to zerging cannibals who dominate worlds when given enough time. Also little things, like Elves regrowing trees around captured sites, in addition to the aforementioned personality changes, may warrant it's own section, and/or editing.&lt;br /&gt;
&lt;br /&gt;
== Elven Ambushes ==&lt;br /&gt;
&lt;br /&gt;
While they may not seige, They do preform Ambushes.&lt;br /&gt;
&lt;br /&gt;
And I noticed something quite strange...&lt;br /&gt;
&lt;br /&gt;
They ambushed with Mounts.  I saw a swarm of Unicorns heading torwards my location.  There where no unicorns on my map, so I sent my military to meet them, and when battle was engaged, it said &amp;quot;An Ambush!&amp;quot;  And, for each Unicorn, there was also an elf (on the same square)&lt;br /&gt;
&lt;br /&gt;
I'm not sure where to put this in the article though.  I've been ambushed by non-mounted elves several times as well.  Maybe a new section &amp;quot;Amubsh/Seige habits?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I've seen Elves ambush on unicorns too (version 0.28.181.39e), and they had no qualms about slaughtering the puppies I had tied to chains outside -[[User:Namako|Namako]] 14:09, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elven Trading as of Latest Version ==&lt;br /&gt;
&lt;br /&gt;
It seems to me that the elves are much, much more tolerant than before as to what items they will accept. So far I've successfully given them leather, bone, and shell crafts just fine. I have also tried offering them the same branch of items, and they will happily accept them. They even accept items that have blood on them. They will still reject pure wooden goods.&lt;br /&gt;
I haven't fully tested skulls, soap, or other animal byproducts yet. But if I were to hazard a guess, I would say they still will reject any item that has wood involved in it's creation, or any item with decorations of wood.&lt;br /&gt;
[[User:Lightning4|Lightning4]] 09:37, 31 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== How do I kill elves? ==&lt;br /&gt;
&lt;br /&gt;
I don't like elves in my fortress and I would like to kill them with my thirty axedwarfs, how would I go about doing this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:TheLastBarber|TheLastBarber]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You can only attack people who have come to your fortress with ill intent. Anger them enough (cut down trees, take their stuff, involve their merchants in unfortunate &amp;quot;accidents&amp;quot;, etc.) and they should send forces to attack you, whereupon you can finally take joy in the slaughter. --[[User:Raumkraut|Raumkraut]] 15:39, 5 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::You can also kill Elves that have gone insane, but that would require imprisoning them for a considerable length of time.--[[User:Stryc9fuego|Stryc9fuego]] 14:08, 20 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15063</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15063"/>
		<updated>2008-10-20T18:02:07Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
&lt;br /&gt;
:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dangerous??? ==&lt;br /&gt;
&lt;br /&gt;
After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
 &lt;br /&gt;
::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
&lt;br /&gt;
::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the sight of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::BTW: Wouldn't there be an option to bring it down with just some recruits? As an idea: Two waves: One consisting of wrestling recruits (say 2-3), the other one consisting of your somewhat skilled miners, and an axe carrier (if you have one). It comes down to engage the first three dwarves, the second group should be able to tear it apart, especially due to the axe. Worked nicely with a giant bat (however, this was killed even by a lone axedwarf). [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a Giant Eagle (non-undead, thankfully) hanging out on the north end of the map on my current fortress (v0.28.181.40c). Fearing for my dorfs, I kept them inside for the better part of the next year after it arrived. The following summer, I forced the human caravan to arrive on the west end of the map, but their Guild Representative spawned literally twenty tiles away from the GE. The weird thing is that the GE ''fled'' from the ''unarmed, unskilled'' Guild Rep. It hasn't been seen since. [[User:Thrawn|Thrawn]] 13:58, 30 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, many of the dangerous living creatures do not attack automatically, but only sometimes. Fire imps also flee from your dwarves most of the time, but you should not count on it. [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
DO NOT BE FOOLED. Skeletal Giant Eagles are flying death machines, it luckily left my dwarves alone for a few years, then one day decided to kill my hunter. My hunter managed to injure it, but was torn to shreds (10 dwarf chunks!). -OmegaX&lt;br /&gt;
&lt;br /&gt;
:As far as the dwarf chunks, that is due to how the GE attacks where it bites for 1-6, latches on, and tears off a chunk, meaning the Eagle had to bite at least 10 times to kill your hunter. It seems most anyting with this Bite attack as the sole attack can do considerable damage.--[[User:Stryc9fuego|Stryc9fuego]] 14:02, 20 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25692</id>
		<title>40d Talk:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tree&amp;diff=25692"/>
		<updated>2008-09-05T17:11:43Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: &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;
&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;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10023</id>
		<title>40d:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Unicorn&amp;diff=10023"/>
		<updated>2008-08-02T13:07:31Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: Edit to reflect their current status as butcherable.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Unicorn|symbol=U|color={{COLOR:7:0:1}}|butcher=yes|bones=9|fat=5|skin=yes|skulls=1|chunks=9|meat=9|biome= * Good [[taiga]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] [[forest]]&lt;br /&gt;
* Good [[Temperate]]/[[Tropical]] shrubland}}&lt;br /&gt;
&lt;br /&gt;
A preliminary report suggests that, at least in Adventure Mode, these [[creatures]] may have taken the initiative to become the new King of Beasts (at least as far as DF is concerned).  While the mighty [[elephant]]s appear to have had their aggressive tendencies curbed somehow, the unicorn, once as equally peaceful when undisturbed, now appears to have become a predator, attacking peasants, [[Child|children]] and [[elf|elves]] without any warning and, apparently, without any provocation.  Wildlife preservationist groups warn players to not be hasty and that not all elves are trustworthy sources of information, but this reporter isn't going to be visiting any more joyful forests anytime soon (at least, not without some good old fashioned [[metal]] around). &lt;br /&gt;
&lt;br /&gt;
In Fortress mode, it appears that the unicorn does not actively seek to murder [[dwarves]] without provocation, but it is possible that something will cause them to go on a rampage.&lt;br /&gt;
&lt;br /&gt;
Unicorns cannot be tamed unless you manually mod it's game data files to include: [PET] or [PET_EXOTIC].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:UNICORN]&lt;br /&gt;
	[NAME:unicorn:unicorns:unicorn]&lt;br /&gt;
	[TILE:'U'][COLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[PREFSTRING:horns]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BENIGN][MEANDERER]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HEAD_HORN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:HOOF][MOUNT]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:HEAD_HORN:stab:stabs:1:6:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[DIURNAL][GOOD]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41334</id>
		<title>40d Talk:Unicorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Unicorn&amp;diff=41334"/>
		<updated>2008-08-01T10:49:32Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the opening paragraph for this, and other creatures, should describe what the unicorn looks like, their demeanor, and where they are found. The current paragraph refers to the old version of the game. Advice on how players should handle creatures hunt/ignore/barricade) is more useful to readers of the wiki. Does anyone agree? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:It looks like a white U. There's a picture on the right. The places where it's found are there too. The main text goes into its demeanor (at least for adventure mode). Where does it reference the old version? Are you looking at the same page? [[User:Anydwarf|Anydwarf]] 16:42, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Cage Escapes? ==&lt;br /&gt;
&lt;br /&gt;
The creature data says &amp;quot;Benign&amp;quot; but I'm not sure.  In a fortress, I had spammed a few cage traps around an area in which Unicorns once freely ran, and they kept running into them, so I had a nice fine stockpile of the useless things.  However, they seemed to slip their cages somehow, because suddenly I had a half dozen Unicorns prancing around in my fort.  Didn't seem hostile though, and some marksdwarves took care of it.  Anyone else know if they typically escape cages?  (wooden ones at least?)--[[User:Dadamh|Dadamh]] 14:13, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It may just be another &amp;quot;squad&amp;quot; of unicorns... they tend to spawn when all the other animals are killed / captured. Not only nicorn, but all commons animals in fact. [[User:Timst|Timst]] 16:27, 17 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Elves and Unicorns ==&lt;br /&gt;
&lt;br /&gt;
Elves ride unicorns when ambushing (version 0.28.181.39e, no mods). Not entirely sure if that should be noted here or elsewhere? -[[User:Namako|Namako]] 14:06, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Butcherable ==&lt;br /&gt;
&lt;br /&gt;
In an unmodified version of Dwarf Fortress v39e, I had a hunter hunt down, kill, and butcher a Unicorn, producing 9 Unicorn Chunks, 9 Unicorn Meat, 5 Unicorn Fat, 9 Unicorn Bones, Unicorn Skin, and a Unicorn Skull. Awaiting second source of corroboration before main article is altered. --[[User:Stryc9fuego|Stryc9fuego]] 06:49, 1 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tetrahedrite&amp;diff=43856</id>
		<title>40d Talk:Tetrahedrite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tetrahedrite&amp;diff=43856"/>
		<updated>2008-07-29T16:52:57Z</updated>

		<summary type="html">&lt;p&gt;Stryc9fuego: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How common is Tetrahedrite?&lt;br /&gt;
&lt;br /&gt;
:As the worlds are generated randomly, the amount of Tetrahedrite is also random, but since it can potentially show up in all stone layers, it is potentially very common. --[[User:Stryc9fuego|Stryc9fuego]] 12:52, 29 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Stryc9fuego</name></author>
	</entry>
</feed>