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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sz</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=Sz"/>
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	<updated>2026-04-07T07:06:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sz&amp;diff=60128</id>
		<title>User talk:Sz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sz&amp;diff=60128"/>
		<updated>2009-12-25T16:12:13Z</updated>

		<summary type="html">&lt;p&gt;Sz: /* Editing Old Revisions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Editing Old Revisions==&lt;br /&gt;
Please be careful when adding to talk pages - when you added your suggestion to [[Talk:Cheating]], you deleted my reply (which I had actually tested and is the one combination Aescula was looking for). --[[User:Quietust|Quietust]] 16:43, 24 December 2009 (UTC)&lt;br /&gt;
:I did? That's... odd. Perhaps we both edited the page simultaneously? To my memory nobody had replied yet. Well, sorry about that anyways. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 16:08, 25 December 2009 (UTC)&lt;br /&gt;
::Scratch that, there was like 34 hour difference between the two edits. Clearly I hadn't been paying enough attention. Sorry. D: Though, still, it's kinda a shame prepared food can't be made from smelters. --[[User:Sz|Sz]] 16:12, 25 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sz&amp;diff=60127</id>
		<title>User talk:Sz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sz&amp;diff=60127"/>
		<updated>2009-12-25T16:08:20Z</updated>

		<summary type="html">&lt;p&gt;Sz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Editing Old Revisions==&lt;br /&gt;
Please be careful when adding to talk pages - when you added your suggestion to [[Talk:Cheating]], you deleted my reply (which I had actually tested and is the one combination Aescula was looking for). --[[User:Quietust|Quietust]] 16:43, 24 December 2009 (UTC)&lt;br /&gt;
:I did? That's... odd. Perhaps we both edited the page simultaneously? To my memory nobody had replied yet. Well, sorry about that anyways. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 16:08, 25 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60069</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60069"/>
		<updated>2009-12-24T04:33:26Z</updated>

		<summary type="html">&lt;p&gt;Sz: /* Breeding pets in the smelter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verification with world gens especially with 40c ==&lt;br /&gt;
&lt;br /&gt;
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reaction Edits ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verification of Slower frame rate from speed modding == &lt;br /&gt;
&lt;br /&gt;
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved River Freeze Cheat ==&lt;br /&gt;
&lt;br /&gt;
Reason: init file modifications are more like game mechanics than raw editing. Now in &amp;quot;exploits&amp;quot; (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with Creature Modding Described ==&lt;br /&gt;
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place:&lt;br /&gt;
The creature edits in the article don't seem to work.  I tried modding horses to drop shells on death as described, and it failed.  Rather epically.  Instead of dropping shells, when the creature was slaughtered it seemed to vanish.  No bones, no meat, no fat, nothing.  And no shells.  I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE].  I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice.  That one might have been my fault though.&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Did you check? Maybe you should type your self?&lt;br /&gt;
&lt;br /&gt;
== Breeding pets in the smelter ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. I've tried to get some pets with the smelter:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:GETPETS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:ask Armok for some small pets]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)&amp;lt;br /&amp;gt;&lt;br /&gt;
Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC)&lt;br /&gt;
:You're using a matgloss token of &amp;quot;CREATURE&amp;quot; and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, &amp;quot;[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]&amp;quot;. --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I take it that the boiling leather freezes dorfs to death, because &amp;quot;CREATURE&amp;quot; is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --[[User:Sz|Sz]] 04:33, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Food ==&lt;br /&gt;
&lt;br /&gt;
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.&lt;br /&gt;
&lt;br /&gt;
Anyways.  Here's the reaction I'm attempting:&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_FOOD]&lt;br /&gt;
[NAME:make food from stone!]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
I've tried many variations on the product:&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]&lt;br /&gt;
&lt;br /&gt;
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called &amp;quot;plants&amp;quot;.  These do wither.  I don't know what I'm missing.&lt;br /&gt;
--Aescula (unregistered)&lt;br /&gt;
&lt;br /&gt;
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60068</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60068"/>
		<updated>2009-12-24T04:28:47Z</updated>

		<summary type="html">&lt;p&gt;Sz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verification with world gens especially with 40c ==&lt;br /&gt;
&lt;br /&gt;
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reaction Edits ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verification of Slower frame rate from speed modding == &lt;br /&gt;
&lt;br /&gt;
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved River Freeze Cheat ==&lt;br /&gt;
&lt;br /&gt;
Reason: init file modifications are more like game mechanics than raw editing. Now in &amp;quot;exploits&amp;quot; (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with Creature Modding Described ==&lt;br /&gt;
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place:&lt;br /&gt;
The creature edits in the article don't seem to work.  I tried modding horses to drop shells on death as described, and it failed.  Rather epically.  Instead of dropping shells, when the creature was slaughtered it seemed to vanish.  No bones, no meat, no fat, nothing.  And no shells.  I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE].  I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice.  That one might have been my fault though.&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Did you check? Maybe you should type your self?&lt;br /&gt;
&lt;br /&gt;
== Breeding pets in the smelter ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. I've tried to get some pets with the smelter:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:GETPETS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:ask Armok for some small pets]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)&amp;lt;br /&amp;gt;&lt;br /&gt;
Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC)&lt;br /&gt;
:You're using a matgloss token of &amp;quot;CREATURE&amp;quot; and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, &amp;quot;[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]&amp;quot;. --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Food ==&lt;br /&gt;
&lt;br /&gt;
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.&lt;br /&gt;
&lt;br /&gt;
Anyways.  Here's the reaction I'm attempting:&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_FOOD]&lt;br /&gt;
[NAME:make food from stone!]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
I've tried many variations on the product:&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]&lt;br /&gt;
&lt;br /&gt;
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called &amp;quot;plants&amp;quot;.  These do wither.  I don't know what I'm missing.&lt;br /&gt;
--Aescula (unregistered)&lt;br /&gt;
&lt;br /&gt;
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=60067</id>
		<title>40d Talk:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Preferences&amp;diff=60067"/>
		<updated>2009-12-24T04:21:52Z</updated>

		<summary type="html">&lt;p&gt;Sz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A new image should probably be uploaded to this page to reflect the changes to the screen (colour coding, squads etc.).  Some parts of the article will have to be rewritten.  --[[User:Kingzilla|Kingzilla]] 16:42, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== sewer brew? really? ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarves seriously has a preference for sewer brew and he arrived without it, too. Could it be that he nipped from that barrel the dead elf *snicker* dropped and liked it? Well, i guess thats what they call an acquired taste then.--[[User:Koltom|Koltom]] 21:48, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== colors ==&lt;br /&gt;
&lt;br /&gt;
I have seen a dwarf who preferred a color, instead of a material, for clothing. can someone else confirm this?&lt;br /&gt;
&lt;br /&gt;
::Previous unsigned comment by [[User:Strangething|Strangething]]&lt;br /&gt;
&lt;br /&gt;
:I've definitely seen color preferences - is that for clothing?  Often its a pretty random color that i've never seen in clothing though. --[[User:Squirrelloid|Squirrelloid]] 15:47, 25 April 2008 (EDT)&lt;br /&gt;
:Does a preference for, say, &amp;quot;the color yellow&amp;quot; apply to gypsum walls?  Is it just dyes?--[[User:Dadamh|Dadamh]] 13:14, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Doesn't really care about anything anymore ==&lt;br /&gt;
&lt;br /&gt;
What exactly does this tag mean, and what triggers it?&lt;br /&gt;
&lt;br /&gt;
:Having a lot of their friends killed and/or killing a lot of things. I'm pretty sure the latter is the actual trigger, but the former sounds more likely from a psychological standpoint. :p Anyways, I believe its effect is that the dorf is less likely to be cheered up or depressed by external stimuli. Which may be a plus, since it's usually the soldiers who get this (at least in my case) and they tend to go through crap that ruin their day on daily basis. --[[User:Sz|Sz]] 04:21, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Marble&amp;diff=59889</id>
		<title>40d Talk:Marble</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Marble&amp;diff=59889"/>
		<updated>2009-12-18T09:48:17Z</updated>

		<summary type="html">&lt;p&gt;Sz: /* building bug or not? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The reason marble stones have a worth of 6 is because the stone has a base value of 3 and marble has a multiplier of 2. 2*3=6. [[User:VengefulDonut|VengefulDonut]] 01:52, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== building bug or not? ==&lt;br /&gt;
&lt;br /&gt;
Just wondering, but I can't seem to make any buildings or walls out of marble.  That seems very strange.  Maybe this is a bug? It doesn't show up in my list of available materials...--[[User:Jpwrunyan|Jpwrunyan]] 02:50, 28 March 2009 (UTC)&lt;br /&gt;
:Nevermind... once I ran out of other stuff the message says that walls need non-economic material.  That explains it!--[[User:Jpwrunyan|Jpwrunyan]] 03:01, 28 March 2009 (UTC)&lt;br /&gt;
::Off topic, but how did you run out of non-economic stone?--[[User:Zchris13|Zchris13]] 21:10, 28 March 2009 (UTC)&lt;br /&gt;
:::It's not as hard as it sounds...trust me. I've actually accomplished that in my current fortress; I don't think he means he literally &amp;quot;ran out of&amp;quot; rock as much as &amp;quot;don't have any stones lying around&amp;quot;. I could be wrong, but mining all of the stone from most biomes would be a truly legendary feat! ~ [[User:Midna|Midna]] 04:35, 18 December 2009 (UTC)&lt;br /&gt;
::::After building a tower that reached the highest z-level, I managed to run out of ''basalt''. My plan was to construct the entire castle with basalt only, but I had to start using gabbro for the rest. It was really sad. :[ --[[User:Sz|Sz]] 09:48, 18 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EDIT ==&lt;br /&gt;
I really had to rephrase this. It was horrible. This is what I think it means, correct me if I'm wrong. --[[User:Zchris13|Zchris13]] 21:05, 7 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Sz&amp;diff=59832</id>
		<title>User:Sz</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Sz&amp;diff=59832"/>
		<updated>2009-12-16T14:12:25Z</updated>

		<summary type="html">&lt;p&gt;Sz: A custom critter of strange caliber.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod-related stuff ==&lt;br /&gt;
&lt;br /&gt;
Here are some random stuff that I managed to produce while playing with the raws. I thought that trying to emulate this Lovecraftian high fantasy setting that I've been working on in DF would be a fun idea, so yeah. :|&lt;br /&gt;
&lt;br /&gt;
=== Ramazac Behemoth ===&lt;br /&gt;
&lt;br /&gt;
====Fluff====&lt;br /&gt;
&lt;br /&gt;
The source of Malagi immortality is not their foul cannibalistic practices or the association with the Noi. No, it is far more terrible than either of those--it is their own madness. Each Malagos is filled with the delusion that they are perfect and that they will never perish. This supernatural egomania tears apart the fundamental forces of the world, allowing them to feed on the divine soul-stuff itself.&lt;br /&gt;
&lt;br /&gt;
The tremendous power attained through Malagi vampirism only intensifies the delusion that inspired it in the first place. Though many Malagi are found and destroyed before they reach the Culegos stage of development, some--the most cunning of the lot--do survive. The most powerful of the Culegos vampires are called &amp;quot;Ramazec&amp;quot;--the Manticores and the City-Eaters. The distinction between a regular Culegos and a Ramazac is that the latter achieves a delusion of such density that the body is no longer capable of withholding their ugliness--the foul rot rips apart the skin and the beast within explodes outward.&lt;br /&gt;
&lt;br /&gt;
A thing of infinite hunger.&lt;br /&gt;
&lt;br /&gt;
Ramazec often choose to forego cleverness in favor of quick, easy feeding. The vampire would wage war against cities and fortresses--and often emerge victorious and no longer hungry. Their modus operandi makes detecting them certainly easier, but suppressing them is another matter. With each hero that fall by the Ramazac's claws, the vampire only grows stronger. To destroy Ramazec, one must strike at the full force, and as quickly as possible. Failure to do so is the birth of a Ramazac Behemoth, who find the world to be mere sustenance.&lt;br /&gt;
&lt;br /&gt;
====Crunch====&lt;br /&gt;
&lt;br /&gt;
=====CREATURE data=====&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:RAMAZAC_BEHEMOTH]&lt;br /&gt;
	[NAME:ramazac behemoth:ramazec behemoths:behemoth]&lt;br /&gt;
	[TILE:'B'][COLOR:4:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:7:0:1]&lt;br /&gt;
	[MODVALUE:50][SPEED:2500]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CARNIVORE][NO_DRINK][NO_SLEEP]&lt;br /&gt;
	[CANNOT_UNDEAD]&lt;br /&gt;
	[NOEXERT][NOEMOTION][NOTHOUGHT][NOPAIN][NOFEAR][NONAUSEA][NOPAIN][NOSTUN][PARALYZEIMMUNE]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[TRAPAVOID][BUILDINGDESTROYER:2]&lt;br /&gt;
	[BODY:BEHEMOTH]&lt;br /&gt;
	[SIZE:48]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:strike:strikes:1:4:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:smash:smashes:2:6:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:crush:crushes:4:8:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:stomp:stomps:1:6:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:pulverize:pulverizes:4:10:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:MTS:stab:stabs:1:2:PIERCE][ATTACKFLAG_WITH][SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LTS:sting:stings:1:2:PIERCE][ATTACKFLAG_WITH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RTS:sting:stings:1:2:PIERCE][ATTACKFLAG_WITH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL2:whip:whips:2:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:TAIL4:whip:whips:2:4:SLASH][ATTACKFLAG_WITH][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:HORN:gore:gores:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:consume:consumes:5000:5000:GORE]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:THOUGHT:force submission upon:forces submission upon:1:5000:COLD][ATTACKFLAG_WITH][SPECIALATTACK_INJECT_EXTRACT:100:100]&lt;br /&gt;
	[DAMBLOCK:-4]&lt;br /&gt;
	[FAT:0]&lt;br /&gt;
	[EXTRACT_PARALYZE]&lt;br /&gt;
	[CREPUSCULAR][ALL_ACTIVE]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:10000]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
	[PERSONALITY:ADVENTUROUSNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:ANGER:100:100:100]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
	[PERSONALITY:ARTISTIC_INTEREST:0:50:100]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:50:100]&lt;br /&gt;
	[PERSONALITY:DEPRESSION:0:50:100]&lt;br /&gt;
	[PERSONALITY:DUTIFULNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:IMAGINATION:0:50:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:100:100:100]&lt;br /&gt;
	[PERSONALITY:INTELLECTUAL_CURIOSITY:0:50:100]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:50:100]&lt;br /&gt;
	[PERSONALITY:LIBERALISM:0:50:100]&lt;br /&gt;
	[PERSONALITY:ORDERLINESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:SELF_CONSCIOUSNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:SELF_DISCIPLINE:0:50:100]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:GREGARIOUSNESS:0:50:100]&lt;br /&gt;
	[PERSONALITY:TRUST:0:50:100]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:50:100]&lt;br /&gt;
	[PERSONALITY:ACHIEVEMENT_STRIVING:0:50:100]&lt;br /&gt;
	[PERSONALITY:EMOTIONALITY:50:75:100]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:50:100]&lt;br /&gt;
	[PERSONALITY:SELF_EFFICACY:100:100:100]&lt;br /&gt;
	[PERSONALITY:CAUTIOUSNESS:0:0:0]&lt;br /&gt;
	[MEGABEAST]&lt;br /&gt;
	[NOT_BUTCHERABLE]}}&lt;br /&gt;
&lt;br /&gt;
=====BODY data=====&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[BODY:BEHEMOTH]&lt;br /&gt;
[BP:UB:upper body][UPPERBODY]&lt;br /&gt;
	[BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
		[BP:THROAT:throat][CON:HD][THROAT][EMBEDDED][SMALL]&lt;br /&gt;
		[BP:NECK:neck][CON:HD][NERVOUS][INTERNAL][SMALL][SKELETON]&lt;br /&gt;
		[BP:BRAIN:brain][CON:HD][THOUGHT][INTERNAL][SMALL]&lt;br /&gt;
		[BP:MAW:maw][CON:HD][MOUTH][SMALL][EMBEDDED][APERTURE]&lt;br /&gt;
		[BP:EYE1:first eye][CON:HD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
		[BP:EYE2:second eye][CON:HD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
		[BP:TUSK1:right tusk][CON:HD][RIGHT]&lt;br /&gt;
		[BP:TUSK2:left tusk][CON:HD][LEFT]&lt;br /&gt;
		[BP:NOSE:nose][CON:HD][SMELL][SMALL]&lt;br /&gt;
		[BP:EAR1:right ear][CON:HD][HEAR][SMALL][RIGHT]&lt;br /&gt;
		[BP:EAR2:left ear][CON:HD][HEAR][SMALL][LEFT]&lt;br /&gt;
		[BP:HORN:great horn][CON:HD][SMALL][SKELETON]&lt;br /&gt;
	[BP:EYE3:third eye][CON:UB][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
	[BP:EYE4:fourth eye][CON:UB][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
	[BP:LUNG1:first lung][CON:UB][BREATHE][INTERNAL][SMALL][RIGHT]&lt;br /&gt;
	[BP:LUNG2:second lung][CON:UB][BREATHE][INTERNAL][SMALL][LEFT]&lt;br /&gt;
	[BP:HEART1:first heart][CON:UB][CIRCULATION][INTERNAL][SMALL]&lt;br /&gt;
	[BP:HEART2:second heart][CON:UB][CIRCULATION][INTERNAL][SMALL]&lt;br /&gt;
	[BP:SPINE1:upper spine][CON:UB][NERVOUS][INTERNAL][SMALL][SKELETON]&lt;br /&gt;
	[BP:RUA1:first right upper arm][CON:UB][LIMB][RIGHT]&lt;br /&gt;
		[BP:RUA1_J:first right shoulder][CON:RUA1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
		[BP:RFA1:first right forearm][CON:RUA1][LIMB][RIGHT]&lt;br /&gt;
			[BP:RFA1_J:first right elbow][CON:RFA1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
			[BP:RH1:first right hand][CON:RFA1][GRASP][RIGHT]&lt;br /&gt;
				[BP:RW1:first right wrist][CON:RH1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
				[BP:RF1_1:first right thumb][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF1_2:first right first finger][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF1_3:first right second finger][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF1_4:first right third finger][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF1_5:first right fourth finger][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF1_6:first right fifth finger][CON:RH1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
	[BP:RUA2:second right upper arm][CON:UB][LIMB][RIGHT]&lt;br /&gt;
		[BP:RUA2_J:second right shoulder][CON:RUA2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
		[BP:RFA2:second right forearm][CON:RUA2][LIMB][RIGHT]&lt;br /&gt;
			[BP:RFA2_J:second right elbow][CON:RFA2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
			[BP:RH2:second right hand][CON:RFA2][GRASP][RIGHT]&lt;br /&gt;
				[BP:RW2:second right wrist][CON:RH2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
				[BP:RF2_1:second right thumb][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF2_2:second right first finger][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF2_3:second right second finger][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF2_4:second right third finger][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF2_5:second right fourth finger][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
				[BP:RF2_6:second right fifth finger][CON:RH2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
	[BP:LUA1:first left upper arm][CON:UB][LIMB][LEFT]&lt;br /&gt;
		[BP:LUA1_J:first left shoulder][CON:LUA1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
		[BP:LFA1:first left forearm][CON:LUA1][LIMB][LEFT]&lt;br /&gt;
			[BP:LFA1_J:first left elbow][CON:LFA1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
			[BP:LH1:first left hand][CON:LFA1][GRASP][LEFT]&lt;br /&gt;
				[BP:LW1:first left wrist][CON:LH1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
				[BP:LF1_1:first left thumb][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF1_2:first left first finger][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF1_3:first left second finger][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF1_4:first left third finger][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF1_5:first left fourth finger][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF1_6:first left fifth finger][CON:LH1][DIGIT][SMALL][LEFT]&lt;br /&gt;
	[BP:LUA2:second left upper arm][CON:UB][LIMB][LEFT]&lt;br /&gt;
		[BP:LUA2_J:second left shoulder][CON:LUA2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
		[BP:LFA2:second left forearm][CON:LUA2][LIMB][LEFT]&lt;br /&gt;
			[BP:LFA2_J:second left elbow][CON:LFA2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
			[BP:LH2:second left hand][CON:LFA2][GRASP][LEFT]&lt;br /&gt;
				[BP:LW2:first left wrist][CON:LH2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
				[BP:LF2_1:second left thumb][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF2_2:second left first finger][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF2_3:second left second finger][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF2_4:second left third finger][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF2_5:second left fourth finger][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
				[BP:LF2_6:second left fifth finger][CON:LH2][DIGIT][SMALL][LEFT]&lt;br /&gt;
	[BP:LFB:lower front body][CON:UB][LOWERBODY]&lt;br /&gt;
		[BP:RFUL1:right front upper leg][CON:LFB][LIMB][RIGHT]&lt;br /&gt;
			[BP:RFUL1_J:right front hip][CON:RFUL1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
			[BP:RFLL1:right front lower leg][CON:RFUL1][LIMB][RIGHT]&lt;br /&gt;
				[BP:RFLL1_J:right front knee][CON:RFLL1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
				[BP:RFF1:right front foot][CON:RFLL1][STANCE][RIGHT]&lt;br /&gt;
					[BP:RFA1:right front ankle][CON:RFF1][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
					[BP:RFT1_1:right front first toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_2:right front second toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_3:right front third toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_4:right front fourth toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_5:right front fifth toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_6:right front sixth toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT1_7:right front seventh toe][CON:RFF1][DIGIT][SMALL][RIGHT]&lt;br /&gt;
		[BP:RFUL2:right middle upper leg][CON:LFB][LIMB][RIGHT]&lt;br /&gt;
			[BP:RFUL2_J:right middle hip][CON:RFUL2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
			[BP:RFLL2:right middle lower leg][CON:RFUL2][LIMB][RIGHT]&lt;br /&gt;
				[BP:RFLL2_J:right middle knee][CON:RFLL2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
				[BP:RFF2:right middle foot][CON:RFLL2][STANCE][RIGHT]&lt;br /&gt;
					[BP:RFA2:right middle ankle][CON:RFF2][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
					[BP:RFT2_1:right middle first toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_2:right middle second toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_3:right middle third toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_4:right middle fourth toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_5:right middle fifth toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_6:right middle sixth toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT2_7:right middle seventh toe][CON:RFF2][DIGIT][SMALL][RIGHT]&lt;br /&gt;
		[BP:LFUL1:left front upper leg][CON:LFB][LIMB][LEFT]&lt;br /&gt;
			[BP:LFUL1_J:left front hip][CON:LFUL1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
			[BP:LFLL1:left front lower leg][CON:LFUL1][LIMB][LEFT]&lt;br /&gt;
				[BP:LFLL1_J:left front knee][CON:LFLL1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
				[BP:LFF1:left front foot][CON:LFLL1][STANCE][LEFT]&lt;br /&gt;
					[BP:LFA1:left front ankle][CON:LFF1][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
					[BP:LFT1_1:left front first toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_2:left front second toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_3:left front third toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_4:left front fourth toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_5:left front fifth toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_6:left front sixth toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT1_7:left front seventh toe][CON:LFF1][DIGIT][SMALL][LEFT]&lt;br /&gt;
		[BP:LFUL2:left middle upper leg][CON:LFB][LIMB][LEFT]&lt;br /&gt;
			[BP:LFUL2_J:left middle hip][CON:LFUL2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
			[BP:LFLL2:left middle lower leg][CON:LFUL2][LIMB][LEFT]&lt;br /&gt;
				[BP:LFLL2_J:left middle knee][CON:LFLL2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
				[BP:LFF2:left middle foot][CON:LFLL2][STANCE][LEFT]&lt;br /&gt;
					[BP:LFA2:left middle ankle][CON:LFF2][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
					[BP:LFT2_1:left middle first toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_2:left middle second toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_3:left middle third toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_4:left middle fourth toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_5:left middle fifth toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_6:left middle sixth toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT2_7:left middle seventh toe][CON:LFF2][DIGIT][SMALL][LEFT]&lt;br /&gt;
		[BP:LUNG3:third lung][CON:LFB][BREATHE][INTERNAL][SMALL]&lt;br /&gt;
		[BP:HEART3:third heart][CON:LFB][CIRCULATION][INTERNAL][SMALL]&lt;br /&gt;
		[BP:GUTS1:front guts][CON:LFB][GUTS][INTERNAL][SMALL]&lt;br /&gt;
		[BP:LIVER:liver][CON:LFB][INTERNAL][SMALL]&lt;br /&gt;
		[BP:STOMACH1:first stomach][CON:LFB][INTERNAL][SMALL][LEFT]&lt;br /&gt;
		[BP:STOMACH2:second stomach][CON:LFB][INTERNAL][SMALL][RIGHT]&lt;br /&gt;
		[BP:KIDNEY1:first kidney][CON:LFB][INTERNAL][SMALL][RIGHT]&lt;br /&gt;
		[BP:KIDNEY2:second kidney][CON:LFB][INTERNAL][SMALL][LEFT]&lt;br /&gt;
		[BP:SPINE2:middle spine][CON:LFB][NERVOUS][INTERNAL][SMALL][SKELETON]&lt;br /&gt;
	[BP:LBB:lower back body][CON:LFB][LOWERBODY]&lt;br /&gt;
		[BP:RFUL3:right rear upper leg][CON:LBB][LIMB][RIGHT]&lt;br /&gt;
			[BP:RFUL3_J:right rear hip][CON:RFUL3][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
			[BP:RFLL3:right rear lower leg][CON:RFUL3][LIMB][RIGHT]&lt;br /&gt;
				[BP:RFLL3_J:right rear knee][CON:RFLL3][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
				[BP:RFF3:right rear foot][CON:RFLL3][STANCE][RIGHT]&lt;br /&gt;
					[BP:RFA3:right rear ankle][CON:RFF3][JOINT][SMALL][INTERNAL][RIGHT]&lt;br /&gt;
					[BP:RFT3_1:right rear first toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_2:right rear second toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_3:right rear third toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_4:right rear fourth toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_5:right rear fifth toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_6:right rear sixth toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
					[BP:RFT3_7:right rear seventh toe][CON:RFF3][DIGIT][SMALL][RIGHT]&lt;br /&gt;
		[BP:LFUL3:left rear upper leg][CON:LBB][LIMB][LEFT]&lt;br /&gt;
			[BP:LFUL3_J:left rear hip][CON:LFUL3][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
			[BP:LFLL3:left rear lower leg][CON:LFUL3][LIMB][LEFT]&lt;br /&gt;
				[BP:LFLL3_J:left rear knee][CON:LFLL3][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
				[BP:lFF3:left rear foot][CON:LFLL3][STANCE][LEFT]&lt;br /&gt;
					[BP:LFA3:left rear ankle][CON:LFF3][JOINT][SMALL][INTERNAL][LEFT]&lt;br /&gt;
					[BP:LFT3_1:left rear first toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_2:left rear second toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_3:left rear third toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_4:left rear fourth toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_5:left rear fifth toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_6:left rear sixth toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
					[BP:LFT3_7:left rear seventh toe][CON:LFF3][DIGIT][SMALL][LEFT]&lt;br /&gt;
		[BP:TAIL1:first tail][CON:LBB][SMALL][LIMB][LEFT]&lt;br /&gt;
			[BP:LTS:first tail stinger][CON:TAIL1]&lt;br /&gt;
		[BP:TAIL2:second tail][CON:LBB][SMALL][LEFT][GRASP]&lt;br /&gt;
		[BP:TAIL3:third tail][CON:LBB][SMALL][LIMB]&lt;br /&gt;
			[BP:MTS:third tail spear][CON:TAIL3]&lt;br /&gt;
		[BP:TAIL4:fourth tail][CON:LBB][SMALL][RIGHT][GRASP]&lt;br /&gt;
		[BP:TAIL5:fifth tail][CON:LBB][SMALL][LIMB][RIGHT]&lt;br /&gt;
			[BP:RTS:fifth tail stinger][CON:TAIL5]&lt;br /&gt;
		[BP:HEART4:fourth heart][CON:LBB][CIRCULATION][INTERNAL][SMALL]&lt;br /&gt;
		[BP:GUTS2:back guts][CON:LBB][GUTS][INTERNAL][SMALL]&lt;br /&gt;
		[BP:PANCREAS:pancreas][CON:LBB][INTERNAL][SMALL]&lt;br /&gt;
		[BP:SPLEEN:spleen][CON:LBB][INTERNAL][SMALL]&lt;br /&gt;
		[BP:KIDNEY3:third kidney][CON:LBB][INTERNAL][SMALL][RIGHT]&lt;br /&gt;
		[BP:KIDNEY4:fourth kidney][CON:LBB][INTERNAL][SMALL][LEFT]&lt;br /&gt;
		[BP:SPINE3:lower spine][CON:LBB][NERVOUS][INTERNAL][SMALL][SKELETON]&lt;br /&gt;
&lt;br /&gt;
So basically a mountain-sized six-legged, four-armed, five-tailed horned centaur with redundant organs.&lt;br /&gt;
&lt;br /&gt;
...that somehow fits into a single tile inside a dwarven bedroom. &amp;gt;_&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Why didn't I use CONTYPE? I gave the tails [GRASP], and if I used [CONTYPE:GRASP] for fingers,&lt;br /&gt;
the tails would get the fingers, too. And that'd be odd. And I did the same thing to toes for solidarity's sake.}}&lt;br /&gt;
&lt;br /&gt;
====Notes====&lt;br /&gt;
&lt;br /&gt;
I tried to make this critter the highest upper end of threats in the mod (except for the HFS) with the stats to match up with their position in the setting--but I get this feeling that this is basically unkillable. &amp;gt;_&amp;gt; I've seen megabeasts with size 40+ get casually destroyed by dwarves in some mods, but none of them had 16 body parts to attack with. I'm not really sure I want to play until one of these stumble by my fort, though. &amp;lt;_&amp;lt;&lt;br /&gt;
&lt;br /&gt;
How would it play out, theoretically? The ability to attack basically everyone at once + Size 48 makes this thing rather formidable, but DAMBLOCK of -4 and redundant organs (which I understand to actually be weakness in DF at this point of the time?) might balance that out.&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27929</id>
		<title>40d Talk:Magma-safe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Magma-safe&amp;diff=27929"/>
		<updated>2009-06-23T20:47:50Z</updated>

		<summary type="html">&lt;p&gt;Sz: /* Obsidian */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can artifacts burn or melt too? I just got a artifact goblin bone floodgate (How is that even possible?).--[[User:Noctune9|Noctune9]] 12:48, 20 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How much of this has been verified? [[User:Schm0|Schm0]] 06:16, 20 November 2007 (EST)&lt;br /&gt;
:I think it's all based on inference from raw files. I have been meaning to test bauxite or get someone else to do it, but haven't run into any or been very convincing [[User:VengefulDonut|VengefulDonut]] 10:22, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I haven't run into any Bauxite either, and I was on hunt for it.  After starting fortresses on 20+ map squares with Sediment layers, revealing it then exporting images of the layers to analyze...I haven't seen a single Bauxite deposit.  Makes me wonder if it's a bug, or if I'm that unlucky.  My theory is that Bauxite mechanisms won't melt under magma. --[[User:TheUbie|TheUbie]] 12:53, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::I had the same idea :)   [[User:VengefulDonut|VengefulDonut]] 16:40, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::Man I hope it's true.  Bump that number up to 35 regions with Sediment layers and no Bauxite.  Beginning to think it's a bug.  --[[User:TheUbie|TheUbie]] 04:29, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::Isn't the easiest way to test this either to make some critter drop bauxite, or mod a stone you have to being the same temperature rating and see if that survives. --[[User:Shades|Shades]] 06:51, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::Is it possible to order bauxite mechanisms from the caravan? --[[User:Alfador|Alfador]] 11:44, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::::::: Actually, the easiest way was for me to edit the raw and put bauxite in every layer in the game.  Fired up the game, created a new world, found a magma vent and bam I was in business.  The verdict?  It's magma-safe.  Both Bauxite floodgates and bauxite mechanisms resist the magma, and the bauxite rocks that I left on the floor were unharmed by the magma flow.  Bauxite: confirmed.  With the iron and steel confirmation, I would believe that anything given the melting point stat above magma's temperature is magma safe.  Now, if we can just get Toady to make magma replenish, we could make some amazing magma traps with machines made of iron/steel and bauxite!    --[[User:TheUbie|TheUbie]] 15:01, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Iron is definitly magma safe. I've repeatedly flooded goblins with magma, and only their iron equipment remained. Iron floodgates are not destroyed from magma either ( although their mechanisms are. ) Iron screw pumps can pump magma with no problem. IRON IS A OK.--[[User:GauHelldragon|GauHelldragon]] 05:21, 21 November 2007 (EST)&lt;br /&gt;
:But you can't make mechanisms out of it, which is what we're trying to do. --[[User:GreyMario|GreyMario]] 16:14, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::There's still the question of whether you can make a magma forge/furnace using a platinum bar (I doubt it).--[[User:Maximus|Maximus]] 19:11, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Raw adamantine is magma-safe.  I know we all ''knew'' that, but I've tested it.  In particular, I built mechanisms out of raw adamantine and tested them on a raw adamantine floodgate.  All the loose stone has since melted, but the gate continues to open and close just fine.  And while raw adamantine is rare and valuable, at least it's less rare than bauxite....  [[User:Doctorlucky|Doctorlucky]] 21:00, 21 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Kinda sad when you feel more accomplishment from finding Bauxite than finding Adamantine.  --[[User:TheUbie|TheUbie]] 04:50, 22 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: well i added a simple solition to this problem, i've added a reaction which makes bauxite from iron and fuel so you can use iron for magma safe mechanisms --[[User:Slimtim|Slimtim]] 08:01, 15 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Weird. I have lots of bauxite on my very first map with magma. The weird thing is, I don't recall whether it's in the sedimentary layer or not. And no, I haven't modded my game at all. But yeah, Bauxite is very magma-proof. There's a bunch of it sitting in a room because my dwarves are lazy. (Then again, I think storing 1500 stones takes alot of work and space.) and the magma made it into that room and all the bauxite is sitting there unconcerned.&lt;br /&gt;
&lt;br /&gt;
::I believe Bauxite isn't sedimentary because my map has only one sedimentary layer and I've found bauxite in more than one layer, iirc. Will check and confirm. --[[User:CrushU|CrushU]] 21:35, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Checked. Bauxite is in a layer with Chert, Chert is Sedimentary, so Bauxite is as well. My bad. In any case, I still have alot of it. *shrug* --[[User:CrushU|CrushU]] 21:52, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
What about mechanisms made of some iron ore? Gonna check it--[[User:Dorten|Dorten]] 00:00, 16 January 2008 (EST)&lt;br /&gt;
:Woo... Only stones, which have any MELTING_POINT in MATGLOSS are bauxite, raw adamantine (knew that already) and all, which can be ignited, instead of melting... No Magnetite mechanism can stand the heat of magma... :'(&lt;br /&gt;
&lt;br /&gt;
Nickel is cheapest magma-safe material if you can't get bauxite. I bring at least one bar of it when I'm embarking at volcanic area. Easiest way to get bauxite is to bring it when embarking or to request it from caravan (both options are available only sometimes). Oh, and why has steel got higher melting point than iron? Iron should be ~1538°C. --[[User:Someone-else|Someone-else]] 09:03, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is glass really magma-safe? I have dumped green glass objects into magma only to have them disappear without a trace, leaving absolutely nothing behind. Does it work different for floodgates and things? [[User:Soadreqm|Soadreqm]] 17:53, 2 May 2008 (EDT)&lt;br /&gt;
:No. Glass can be used to make magma buildings, and constructions of any type including glass are utterly invulnerable to any and all forces except Remove Construction, but lava will melt any glass items it can get into the same square as, leaving nothing behind. [[User:Rkyeun|Rkyeun]] 13:05, 6 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Request for Example of Use==&lt;br /&gt;
Are there any maps on the DFMA that bauxite mechanisms are used in? --[[User:Jackard|Jackard]] 02:23, 16 January 2008 (EST)&lt;br /&gt;
:Would this help?[http://mkv25.net/dfma/map-1691-echoink] It's a movie of a magma pumping system to get magma over a river. Ends up showing a REAL nasty bug as well. I believe the related fort has several maps up, both with and without the bug in effect. --[[User:N9103|Edward]] 16:19, 16 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm a pretty new player and what I could use here is some advice on how to get my dwarves to pick specific types of stone to make mechanisms out of. My fort's in a region with magma but no apparent sources of bauxite, so I ordered some from the caravan and next year it arrived as promised. Now I've got a handful of precious bauxite boulders sitting in my vast storehouse of andesite and microcline and since it's never mattered until now what stone my dwarves worked with I'm not sure what's the best way to sort this out. Last thing I want is for it to wind up turned into useless bauxite baubles. I figure I'll shut down all my stone processing facilities, forbid every non-bauxite stockpile I can find, and then tell my mechanics to make mechanisms until the bauxite's all gone. Is there a more efficient way? [[User:Bryan Derksen|Bryan Derksen]] 06:34, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You can make a bauxite-only stockpile (and forbid bauxite from all other stone stockpiles -- see {{K|q}} {{K|s}} on a stockpile) next to the mechanic workshops and distant (in terms of coordinates) from other stone-using workshops, though this isn't a guarantee. You could also lock the mechanics in with the bauxite ({{K|q}} {{K|f}} on a door), but remember to let them out before they starve. [[User:Anydwarf|Anydwarf]] 08:43, 27 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Just use the fact that stoneworkers always look for the closest stone (note: z-axis does not count!). If the mason or whatever has just eaten, he might pick a stone not too far away from the lunch room, though, so just build the bauxite pile + mechanics workshop far off where you are sure your mason will never come. [[User:Qwertyu|Qwertyu]] 04:40, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Thanks, that'll simplify things greatly. My existing mechanics shop doesn't have room very close to it where I could squeeze in another storeroom, but bauxite mechanisms are important enough that I could build a workshop in a remote location just for this purpose. :) [[User:Bryan Derksen|Bryan Derksen]] 21:37, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::As a clarification to a point that Qwertyu only touched on, If a stockpile is above or below the workshop, it will still be considered just as far as anything on the same level, no matter the number of levels up or down the stockpile is. E.g. you can have 3x3 piles above and below the workshop, and appropriate items in those piles will always be taken first. (atleast, that's true as far as anything I've seen/tested.) --[[User:N9103|Edward]] 06:55, 29 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== verify temperatures? ==&lt;br /&gt;
&lt;br /&gt;
In my raws, iron's melting point is 12768 on the DF temperature scale. Shouldn't this equal 2800 degrees Fahrenheit? I think there's some inaccurate math on this page, but I'm not editing it myself just now in case there's something I don't know. [[User:G-Flex|G-Flex]] 06:43, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Could you share the process that led you to these results? [[User:VengefulDonut|VengefulDonut]] 08:49, 1 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::[[Temperature_scale]] states the following:&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [FAHRENHEIT] + 9968&lt;br /&gt;
&lt;br /&gt;
::[DF scale] = [CELSIUS]*9/5 + 10000&lt;br /&gt;
&lt;br /&gt;
::metgloss_metal.txt gives me [MELTING_POINT:12768] for iron, and [[Magma-safe materials]] lists it as 2680°F, but:&lt;br /&gt;
::2680°F + 9968 = 12648°DF, not 12768. The problem here seems obvious, and going by the raws, the melting point is in fact 2800°F.&lt;br /&gt;
&lt;br /&gt;
::Also, for nickel: [MELTING_POINT:12619]. This is 2651°F, but [[Magma-safe materials]] lists the melting point as 2600°F.&lt;br /&gt;
&lt;br /&gt;
::Is this article possibly using old data? I'm using the latest version of DF here as of this posting. [[User:G-Flex|G-Flex]] 20:55, 5 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== constructed walls safe? ==&lt;br /&gt;
&lt;br /&gt;
The article implied that built walls were not safe from melting, but I recall a game where I used several constructed [[alunite]] walls to surround floodgates, and the walls did not melt, even after quite a while.  Is alunite itself magma-safe, or are all constructed walls impervious to melting?&lt;br /&gt;
[[User:Lichenousd|Lichenousd]] 17:36, 17 September 2008 (EDT)&lt;br /&gt;
:I am not sure where the article implies that, at least I didn't notice it. However to answer your question items only melt when the magma is in a square, adjacent tiles (such as walls) only get the 'warm wall' level of heat which isn't enough to melt most things (ice will). --[[User:Shades|Shades]] 05:16, 18 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Obsidian ==&lt;br /&gt;
&lt;br /&gt;
Idle curiousity; is obsidian magma-safe? I would have to assume so - since pools, pipes and such are surrounded by it - otherwise it would go on a rampage of destruction, and pools would melt their way off the bottom map, unless they're surrounded by special magma-proof obsidian. I'll try mining a bit of it out from around the pool (carefully) in my current game and trying a few things, but there's a magma man lurking who I don't want to disturb. --[[User:Arcalane|Arcalane]] 04:28, 23 June 2009 (UTC)&lt;br /&gt;
:Aaaaaand testing done. Obsidian is magma-proof. There you have it, folks! I tested it by creating a small chamber off my pool using an obsidian floodgate and obsidian mechanisms. The floodgate was unharmed, a backing wall of rough obsidian was not destroyed, and the floodgate reclosed when ordered. --[[User:Arcalane|Arcalane]] 04:42, 23 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Leave it open a bit longer. The obsidian mechanism will melt. Also, walls dont melt no matter the material. Obsidian is not magma safe. [[User:VengefulDonut|VengefulDonut]] 05:14, 23 June 2009 (UTC)&lt;br /&gt;
::You may be amused to learn that at one point someone was trying to convince me that wood was magma-safe because wooden walls dont melt. :P [[User:VengefulDonut|VengefulDonut]] 05:17, 23 June 2009 (UTC)&lt;br /&gt;
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:::Arc - In this case, as mentioned, um... yeah, not so much.  ~Any~ stone can act as a ''wall'' for magma - but as a mechanism, it's a different story.  In the future, leave your comment up more than 15 minutes before changing a basic, accepted fact of an article.  Others may (well) want to comment, and - more importantly - unless it can be reproduced, it's not acceptable as fact. (Also, in this case, it's a well-explored part of the game code.) --[[User:Albedo|Albedo]] 08:09, 23 June 2009 (UTC)&lt;br /&gt;
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:::Can't you check for magma safety by referring to the melting/boiling temperature in the matgloss list? That would unarguably clarify which material is magma-safe and which isn't. --[[User:Sz|Sz]] 20:47, 23 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File_talk:Focusgroup_16.PNG&amp;diff=49760</id>
		<title>File talk:Focusgroup 16.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File_talk:Focusgroup_16.PNG&amp;diff=49760"/>
		<updated>2009-06-14T23:16:14Z</updated>

		<summary type="html">&lt;p&gt;Sz: Created page with 'Raw Doom. Hellish Smiles. This was destined to happen to her. --~~~~'&lt;/p&gt;
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&lt;div&gt;Raw Doom. Hellish Smiles. This was destined to happen to her. --[[User:Sz|Sz]] 23:16, 14 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ore&amp;diff=33889</id>
		<title>40d Talk:Ore</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ore&amp;diff=33889"/>
		<updated>2009-02-17T11:51:26Z</updated>

		<summary type="html">&lt;p&gt;Sz: /* Native Platinum */&lt;/p&gt;
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&lt;div&gt;Should nuggets be labelled as such in the list? Before they are mined they are referred to as 'Native &amp;lt;metalname&amp;gt;', and are only labelled as nuggets once mined. Perhaps the table should be changed to indicate this. --[[User:TangoThree|TangoThree]] 09:14, 20 January 2008 (EST)&lt;br /&gt;
:Before they are mined, they can't be smelted. It doesn't really matter which approach is used, as long as it is consistent; this article consistently refers to the post-mining state. [[User:VengefulDonut|VengefulDonut]] 14:13, 20 January 2008 (EST)&lt;br /&gt;
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Should we take the Chromite out of the 'Found In' section for Platinum? Chromite is found in Olivine, and Platinum is already found in Olivine.--[[User:CrushU|CrushU]] 21:58, 14 March 2008 (EDT)&lt;br /&gt;
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Separate query - anyone know why Toady One requires native gold/silver to be smelted?  You don't have to smelt rock to get the gold or silver out, it is gold or silver and you can either melt it for casting or work with it directly.  (Historically most gold or silver mined has been melted down so it could be cast into bars for ease of transportation, but its still perfectly plausible to work with it in its raw state - rarely have the metalsmiths/jewelers been so close to the mining operations as in this game).  I believe this is also true of native copper (hence why copper weapons/tools vastly predate iron equivalents).  Smelting is the process of extracting metal from rock, not just melting it down. --[[User:Squirrelloid|Squirrelloid]] 16:06, 21 April 2008 (EDT)&lt;br /&gt;
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==Gold Nuggets==&lt;br /&gt;
So, I'm currently evaluating some gem occurrence data, but noticed that there is no native gold veins that are wholely interior to gabbro (with quite a few gold veins discovered thus far).  They may occur at the border of gabbro and other layers, and thus possibly extend into the gabbro, but nothing that could be said 'yep, that was generated in gabbro'.  This leads me to believe gold does not occur in gabbro, and gold present in gabbro is only incidental due to a vein running over into it from another stone layer. &amp;lt;br&amp;gt;&lt;br /&gt;
(For reference, I've dug 1x140 square tunnels on 55 z-levels such that they are all directly above each other, for a total of 7700 tiles dug out and ~15500 tiles revealed beyond that.  I've then mined out all gem clusters i've found, and am working on mining out all veins i've found.  The tunnels cross a biome boundary, with transitions of andesite/basalt, diorite/marble, and diorite/gabbro.  Gabbro is by far the most common rock tunneled through, followed by diorite, as the diorite/gabbro transition layers are the bulk of the layers)&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Squirrelloid|Squirrelloid]] 03:35, 29 April 2008 (EDT)&lt;br /&gt;
 [MATGLOSS_STONE:GOLD]&lt;br /&gt;
 [NAME:native gold][STONE_NAME:gold nuggets][COLOR:6:7:1][TILE:156]&lt;br /&gt;
 [ENVIRONMENT:IGNEOUS_ALL:VEIN:100]&lt;br /&gt;
 [ENVIRONMENT:ALLUVIAL:CLUSTER_SMALL:100]&lt;br /&gt;
 [ITEM_SYMBOL:'*']&lt;br /&gt;
 [METAL_ORE:GOLD:100]&lt;br /&gt;
 [SOLID_DENSITY:19320]&lt;br /&gt;
 [VALUE:30]&lt;br /&gt;
:Any problem?--[[User:Dorten|Dorten]] 04:28, 29 April 2008 (EDT)&lt;br /&gt;
::[[Gold]] occurs in all igneous. [[Gabbro]] is igneous. Gold does not occur in gabbro: a contradiction.&lt;br /&gt;
::Based on gem occurrence patterns I hypothesize that each main layer (such as gabbro) is limited by the code to only a certain number of inclusions (such as gold), and after this inclusion list is full nothing else is created. For instance, maps will have a lot of one specific type of agate, rather than a little of each; or [[rock crystal]] is nowhere to be found in ten maps, and then appears in 15 small clusters in exactly one layer in one map. Any thoughts? [[User:Anydwarf|Anydwarf]] 23:11, 29 April 2008 (EDT)&lt;br /&gt;
:::I'm starting to see correlation in gems within rock masses, even across z-levels.  There may be something to this.  It would also explain why I have a boatload of gold veins, but none in Gabbro.  OTOH, I'm starting to think there's more to the mineral/gem generation that just what rock type the layer is - I've been getting some gem types repeatedly associated with areas where the rock layer is 'broken', ie, rock layer type boundaries (say Diorite meeting Gabbro) or next to an ore vein, whereas I'm finding different gems totally internal to rock layer types.  This actually makes sense geologically, but I want more data before I say anything definite. --[[User:Squirrelloid|Squirrelloid]] 23:34, 29 April 2008 (EDT)&lt;br /&gt;
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I have found the start of a vein of gold in gabbro, so I think that he was just getting some odd, extremely specific thing. I don't know. [[User:Destor|Destor]] 14:47, 26 September 2008 (EDT)&lt;br /&gt;
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:You'd have to find a gold vein completely inside a gabbor layer to rule out the vein having just finished running into a different stone layer.  I have malachite veins in my current game that terminate in andesite, mudstone, and even soil layers because they kept running past a stone boundary.&lt;br /&gt;
:Similar to my above query - I haven't seen a single gold vein in granite this game (and wasn't paying sufficient attention in previous games to notice).  I have found plenty of Bismuthsite, Silver, and Casserite in granite though.&lt;br /&gt;
:It still strikes me as highly plausible that the ore/gem generation algorithm is more complex than just 'is it the right class of rock?'.&lt;br /&gt;
:--[[User:Squirrelloid|Squirrelloid]] 13:04, 8 December 2008 (EST)&lt;br /&gt;
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== Native Aluminum ==&lt;br /&gt;
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According to the soil article Aluminum occurs in soil as well, but this table and the Native Aluminum article make no mention of it occuring in soil. Can someone verify if it occurs in soil? --[[User:Xonara|Xonara]] 03:07, 16 January 2009 (EST)&lt;br /&gt;
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== Native Platinum ==&lt;br /&gt;
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I've recently seen platinum clusters of about 20 to 30 in maps. Would this be classified as a size of its own? Although I have only seen it in one fort so far and i recently mined out a cluster of 4. Was this just a one time thing or is anybody else noticing this? --[[User:Jebraltix|Jebraltix]] 9:38, 16 Febuary 2009 (CST)&lt;br /&gt;
:I discovered a vein of native platinum once before, too. I thought platinum only occurred as small clusters, but apparently its matgloss says they can be discovered as veins in olivine and magnetite, too. --[[User:Sz|Sz]] 06:51, 17 February 2009 (EST)&lt;/div&gt;</summary>
		<author><name>Sz</name></author>
	</entry>
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