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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=137154</id>
		<title>v0.31 Talk:Flow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flow&amp;diff=137154"/>
		<updated>2011-02-27T14:45:39Z</updated>

		<summary type="html">&lt;p&gt;Taerh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Ocean Flow ===&lt;br /&gt;
Will an ocean power a water wheel?--[[User:Mana eater|Anachron]] 13:20, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Flow ==&lt;br /&gt;
&lt;br /&gt;
I'm considering modifying the note on flow in magma but I'm not sure how. Magma flows in the sense that it moves like a liquid, and has no pressure. It also doesn't blink between a wave and a double wave when flowing, and you can't test if it follows the flow mechanics because water wheels burn up in magma. What exactly requires verification in it is unclear, as well. Is it just the fact that magma doesn't blink when flowing, or the fact that it follows flow mechanics? --[[User:Eurytus|Eurytus]] 12:44, 19 September 2010 (UTC)&lt;br /&gt;
:Perhaps this could be tested by modding up magma-proof wood? [[User:Cheepicus|Cheepicus]] 23:27, 19 September 2010 (UTC)&lt;br /&gt;
::I did this, and the waterwheels doesn't budge. It still might be that pumped magma produces 'flow' in the target square -- if indeed it does that at all for water, which I'm not sure if I believe. [[User:Cheepicus|Cheepicus]] 09:36, 20 September 2010 (UTC)&lt;br /&gt;
:::I'm going to edit the article to say that magma follows regular fluid motion rules, but for all intents and purposes does not have flow. --[[User:Eurytus|Eurytus]] 19:02, 22 September 2010 (UTC)&lt;br /&gt;
:::: I personally still have dreams of huge iron wheels used to power heavy machinery. However for the time being, that appears to be just a dream. Near as I can tell magma is skipped entirely when it comes to checking flow. It does still follow the usual rules for fluid motion with a few exceptions for pressure of course. --[[User:Doctorzuber|Doctorzuber]] 01:38, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Obstructions, depth, and Evaporation ==&lt;br /&gt;
They don't seem to fit here. Anyone see why it shouldn't be removed? [[User:Taerh|Taerh]] 14:45, 27 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Taerh</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=136980</id>
		<title>v0.31 Talk:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cave-in&amp;diff=136980"/>
		<updated>2011-02-25T16:27:10Z</updated>

		<summary type="html">&lt;p&gt;Taerh: /* Fight Report */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cave-in sand ==&lt;br /&gt;
I created a cave-in to get a terrain tile of sand to level -100 (or so), to set up an efficient glass making operation using magma furnaces. When the sand tile reached the bottom floor, it turned into sandy clay (or loamy sand or something, I don't really remember) and couldn't be used for sand gathering. Should I add this to the article or should I wait for someone to confirm this? I couldn't find a page that details the correct etiquette on this wiki. /[[User:Josj|Josj]] 13:02, 26 April 2010 (UTC)&lt;br /&gt;
:It's sort of a known behavior, to the extent that it was known back in version 40d. --[[User:Quietust|Quietust]] 13:10, 26 April 2010 (UTC)&lt;br /&gt;
::I'll put it in the article. It would've helped me, so it can't be that out of place. /[[User:Josj|Josj]] 13:26, 26 April 2010 (UTC)&lt;br /&gt;
:If there is useful information that you know of that isn't in an article, add it.  That is etiquette :).  If you add it and it looks out of place someone will probably improve it at some point. Obviously, making sure it's confirmed by someone else is important, and also don't put in theories on a whim, but otherwise, go for it. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 16:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lack of cave-in? ==&lt;br /&gt;
&lt;br /&gt;
In 31.03, I started digging and accidentally created several floors with no walls or supports between them:&lt;br /&gt;
&lt;br /&gt;
Level X:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
.░░░.&lt;br /&gt;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level X-1 (floor below):&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
.....&lt;br /&gt;
.░░░.&lt;br /&gt;
.░░░.&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The . is empty space, nothing below it. The ░ is floor (not wall) where my dwarves can walk around. There's no supports or walls holding the floors up, so why isn't level X falling?&lt;br /&gt;
:Ah, it was the stairs, which I did not mark. Turns out that up/down stairs function as supports between levels.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:15, 3 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Init disabling ==&lt;br /&gt;
&lt;br /&gt;
When you disable caveins in the init file, does that just mean that the bad effects of a cavein (killing dwarves, etc) are disabled, or does the material actually not fall? --[[User:Calculator|Calculator]] 01:41, 23 June 2010 (UTC)&lt;br /&gt;
:It means cave-ins are disabled. That is, the material will not fall. Besides, sometimes killing dwarves is a good thing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Conflicts and questions==&lt;br /&gt;
From the page:&lt;br /&gt;
Any creature caught underneath or on top of the falling material is crushed and badly injured, if not killed.&lt;br /&gt;
Any creature caught directly underneath (on the same tile underneath) a cave-in is killed, no exception.&lt;br /&gt;
&lt;br /&gt;
That doesn't make sense to me.  The first one agrees with my experience, the second doesn't.  I've (in 40d) seen constructions collapse directly on creatures and not had them killed. I'm removing the second one.&lt;br /&gt;
&lt;br /&gt;
Does anybody know where the lava pump by cave-in went?  I cann't find it anymore.--[[User:Kwieland|Kwieland]] 02:03, 28 August 2010 (UTC)&lt;br /&gt;
:I'm pretty sure the first bit was intended to mean &amp;quot;in the general area underneath the cave-in&amp;quot;, such that the cave-in dust would be able to knock it around. Also, are you '''absolutely''' certain you've seen a creature survive having a cave-in land directly on top of it, even in 40d? --[[User:Quietust|Quietust]] 02:25, 28 August 2010 (UTC)&lt;br /&gt;
::Yes, definitely. I had a setup that had Z+1 level with a bunch of floors, supported by a support that was linked to a lever.  When I pulled the lever, the floors collapsed on a party of orcs. (I think, I was using the orc mod).  I had forgotten that Z-1 was mined out, so when the support was pulled, the Z=0 floor collapsed down to Z-1.  The reason I remember was because all of a sudden I had 10 orcs in the middle of my fort!--[[User:Kwieland|Kwieland]] 15:00, 2 September 2010 (UTC)&lt;br /&gt;
:::Are you certain that '''all''' of the orcs were '''directly''' beneath the cave-in? Any that were off to the side could have easily been sucked down by the dust cloud. I ask because I've used constructed floor cave-ins in Arena mode (by using wall cave-ins to destroy the bridge above the upper-right area) and they instantly kill '''everything''', including bronze colossuses wearing full suits of adamantine armor (and even a squad of one hundred trolls, likewise wearing adamantine). --[[User:Quietust|Quietust]] 16:12, 2 September 2010 (UTC)&lt;br /&gt;
::::Yeah, it was a single squad, and they were all below it when it was triggered (I had them boxed in, there wasn't anywhere else they could go.)  The floor that caved in was just constructed floor tiles, though, if you think that matters. Does multiple Z levels matter?  The floor that they were on collapsed down as well.  Maybe I'll have to see if I can reproduce it.  If you want to change the page around, go for it.  It seems like my experience is an isolated thing.  It also doesn't seem likely to be a 40d 2010 difference.  I just checked it by building a floor trap above ground (linked to a support) and designating meeting zones on the two different levels.  It doesn't matter if the dwarfs were in the middle layer or on the bottom.  All were killed instantly.  Who knows. I cannot reproduce it, so it must be a faulty memory!--[[User:Kwieland|Kwieland]] 17:37, 8 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Complicated shape of falling piece==&lt;br /&gt;
We need to make a cave-in trap and have two projects&lt;br /&gt;
&lt;br /&gt;
1st. Support/floor stack:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground&lt;br /&gt;
▓         I          &lt;br /&gt;
▓         I         &lt;br /&gt;
▓         I - support/floor/support stack&lt;br /&gt;
▓         I         &lt;br /&gt;
▓         I - support linked to lever/pressure plate&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2nd. Walls stack and single support:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▓╞+++++++++++++++++╡▓ - floor tiles, connected with bridges to solid ground&lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         ║ - walls above each other&lt;br /&gt;
▓         ║ &lt;br /&gt;
▓         I - support linked to lever/pressure plate&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when you remove the support, both constructions fall down. But 1st falls several floors down (5 at the picture), while 2nd falls only 1 floor down and then it's pillar collides with bottom. Is there any difference in resulting damage made to poor invaders? The second one can be constructed much faster. [[User:Peregarrett|Peregarrett]] 09:29, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Re: Caving-in the toplevel/terrain from inside ==&lt;br /&gt;
&lt;br /&gt;
On the subject of Cave-Ins from the Inside, I'd like to add to the steps provided that one should remove the row of up-stairs on the borderline after the channeling exercise, as they hold up the floor above, despite there not being any floor directly over them. Of course, caution should advised especially if the cave-in will be very large, to avoid (or enjoy) the Fun.&lt;br /&gt;
&lt;br /&gt;
== Cave-in onto SMR and constructions ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that cast obsidian falling onto constructed up stairs will not destroy the construction, but will settle on the level above, similar to constructed walls.  I would guess that constructed up/down stairs have the same effect.&lt;br /&gt;
Also cave-ins that land on natural floor or natural down stairs directly above a block of SMR will settle on it, but channeling out the tile so the surface is marked 'Magma flow' will allow cave-ins to drop through and vanish. If somebody else could confirm it then it would be useful to add to the main page. [[User:Dorf3000|Dorf3000]] 09:28, 31 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fight Report ==&lt;br /&gt;
&lt;br /&gt;
I caved in a section of above ground terrain, and, when it showed up in a the fight report, it said &amp;quot;The miner is caught in a cloud of boiling magma!&amp;quot; I'm just a little confused. [[User:Taerh|Taerh]] 16:27, 25 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Taerh</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Expedition_Leader&amp;diff=127701</id>
		<title>Talk:Expedition Leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Expedition_Leader&amp;diff=127701"/>
		<updated>2010-09-16T23:17:01Z</updated>

		<summary type="html">&lt;p&gt;Taerh: Created page with 'Shouldn't this link to DF2010: Expedition Leader? ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Shouldn't this link to DF2010: Expedition Leader? [[User:Taerh|Taerh]] 23:17, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Taerh</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=127178</id>
		<title>v0.31:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood&amp;diff=127178"/>
		<updated>2010-09-06T18:24:04Z</updated>

		<summary type="html">&lt;p&gt;Taerh: Missorted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is produced by {{L|designation|{{Key|d}}esignating}} {{L|tree|{{Key|t}}rees}} to be chopped down. Any {{L|dwarf}} with the {{L|wood cutting}} {{L|labor}} enabled and access to a {{L|battle axe}} will cut down the trees, which will turn one tree into one '''log''', the raw form of wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven {{L|calendar}}, covering late Fall.&lt;br /&gt;
&lt;br /&gt;
==Growing==&lt;br /&gt;
&lt;br /&gt;
{{L|Tree}}s start their lives as saplings.  Saplings cannot be cut down until they mature into full-grown trees, which can take several years.  Saplings will randomly appear in appropriate outdoors {{L|soil}} and {{L|mud}}dy underground areas (underground areas will only start to sprout saplings once you have hit the {{L|caverns}}) to provide a slow (but steady) supply of wood.   Fully-grown trees will impede units' movement, so be sure to clear them out of active corridors.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
&lt;br /&gt;
Besides cutting down trees, wood (and some wooden goods, such as {{L|barrel}}s) is often available from the {{L|elf|elven}}, {{L|dwarf|dwarven}} and {{L|human}} {{L|caravan}}s.  Wood can also be purchased before embarking. Wood is quite inexpensive, costing only 3☼ per log, and you may wish to bring a large number of logs when embarking in order to jump-start your {{L|wood industry}}.  The {{L|wagon (embark)|wagon}} you start the game with can also be dismantled for three logs.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
&lt;br /&gt;
===Reasons you need wood===&lt;br /&gt;
*To build {{L|bed}}s&lt;br /&gt;
**Without beds your dwarves will get unhappy thoughts from sleeping on the ground&lt;br /&gt;
*To build {{L|water wheel}}s and {{L|windmill}}s, as well as {{L|axle}}s&lt;br /&gt;
**Without wood, you cannot generate ''or'' transfer {{L|power}}.&lt;br /&gt;
*To build {{L|siege engine}}s and ballista bolts&lt;br /&gt;
**These can be very effective defenses when traps fail.&lt;br /&gt;
*If you want {{L|obsidian}} {{L|short sword}}s, they require one obsidian stone and one wood each (these swords likely consist of a wooden hilt with an obsidian blade or, as a more exotic alternative, a thin wooden &amp;quot;paddle&amp;quot; with sharp flakes of obsidian forming sharp edges, like the Aztec [http://en.wikipedia.org/wiki/Macuahuitl macuahuitl]).&lt;br /&gt;
**If you have access to obsidian, these can be a great source of quick weaponry early in the game, before any steel works are up to speed.  Even on a tree-lite map, each weapon takes less wood to produce than a steel weapon (unless you are using {{L|magma}} to fuel your {{L|smelter}}s and {{L|forge}}s and have access to {{L|bituminous coal|bituminous coal}} and {{L|lignite|lignite}}).&lt;br /&gt;
*To be burnt for {{L|ash}}, which is used in {{L|Glass_industry|glass making}}, {{L|Soap|soap making}} and for fertilizing crops.&lt;br /&gt;
===Reasons you want wood===&lt;br /&gt;
*It is simpler to make items from wood.&lt;br /&gt;
**For instance, it only takes one log to produce a {{L|bin}}, {{L|barrel}}, {{L|bucket}}, or {{L|cage}}; but if you forge them instead then they'll take three metal bars.&lt;br /&gt;
*All metalworks ({{L|smelter}}s, {{L|forge}}s) and {{L|glass}}works are either coal-fueled or magma-fueled. If you are planning on having any sort of serious metal or glass production, then you're going to need either a lot of wood, or {{L|magma}} (and {{L|charcoal}} or {{L|bituminous_coal|coal}} for {{L|steel}}).&lt;br /&gt;
*Wooden training {{L|weapon}}s are useful for reducing {{L|sparring}} injuries among your military dwarves (and to get military training started shortly after embark should you feel the need).&lt;br /&gt;
&lt;br /&gt;
===Reasons you don't need much wood===&lt;br /&gt;
*Everything other than beds, axles, windmills, water wheels, ''obsidian'' shortswords, siege engine parts, and ballista bolts can be made without the use of wood.&lt;br /&gt;
*Once you have {{L|magma}} then you don't need wood for fuel. If you have coal, you don't need (as much) wood to produce {{L|charcoal}} for {{L|steel}}.  If you have both, you don't need wood to produce metal or steel products.&lt;br /&gt;
**({{L|Bituminous coal}} ''without'' magma triples the effective output of wood, {{L|lignite}} doubles it.)&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
Every different type of log (chestnut, ash, maple, tower cap, etc.) is functionally identical except for their weight.  The weight of a 'unit' of each type of wood is half their density; the densities for each individual type of wood is listed under the appropriate {{L|tree}}. Wood has a default [SOLID_DENSITY] of 500, making it about three times lighter than most stone and fifteen times lighter than iron.  Feather tree wood is extremely light, with a density of 100, and blood thorn wood is the heaviest, with a density of 1250.  However, since average wood is relatively light to begin with, with the possible exception of wood {{L|hauling}}, this makes (almost?) no practical difference in the daily routine of a fortress or your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Biomes ==&lt;br /&gt;
*{{L|Temperate}} forest&lt;br /&gt;
*{{L|Tropical}} forest&lt;br /&gt;
*{{L|Taiga}}&lt;br /&gt;
*{{L|Flatland}}&lt;br /&gt;
*{{L|Swamp}}&lt;br /&gt;
*{{L|Desert}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''See also:'''&lt;br /&gt;
:* {{L|Wood Industry}}.&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Taerh</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127177</id>
		<title>v0.31 Talk:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127177"/>
		<updated>2010-09-06T18:15:14Z</updated>

		<summary type="html">&lt;p&gt;Taerh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exotic Woods==&lt;br /&gt;
Given the relative expansion of underground wood-bearing substances, which possess unusual properties or colors, and the utility of some woods for certain products over others (blood thorn and glumprong for ballista bolts, feather-tree for barrels, buckets, sparring weapons, etc.), would it be worth expanding this article to talk about that in more detail? I've also been playing a bit with trading (i.e. you can trade for feather tree wood but not glumprong); trying to see if Dwarf civilizations will trade blood thorn logs or the like, but haven't had any luck. Guess they don't hit those deep down caverns, eh? -- [[User:Ancient History|Ancient History]] 22:38, 22 July 2010 (UTC)&lt;br /&gt;
:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)&lt;br /&gt;
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wood Colors ==&lt;br /&gt;
&lt;br /&gt;
This isn't particularly important but I'm pretty obsessed with making objects of all the different colors.  So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work.  Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0.  These are: barrels, doors, cages, bins, floodgates, and hatch covers.  If you build any of those out of fungiwood, they'll be brown.  If you build anything else out of fungiwood, it will be yellow.  Similarly, tower-cap barrels are light gray and not white.&lt;br /&gt;
&lt;br /&gt;
I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.&lt;br /&gt;
&lt;br /&gt;
Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 02:43, 31 July 2010 (UTC)&lt;br /&gt;
:Barrels are just a &amp;quot;division&amp;quot; symbol &amp;quot;÷&amp;quot; with a colored background, and background colors can only be &amp;quot;dark&amp;quot;: black, dark red, dark green, dark blue, purple, teal, brown, and ''light'' gray (dark gray is actually &amp;quot;bright black&amp;quot;). --[[User:Quietust|Quietust]] 02:52, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I use a graphics set so I wasn't aware that there was any background stuff going on.  I guess that answers my question.  I still wish I could get brightly-colored barrels, though.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 04:09, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Underground Saplings ==&lt;br /&gt;
&amp;quot;Underground areas will only start to sprout saplings once you have hit the caverns.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not?  I usually irrigate right out of a brook, if it makes a difference.&lt;br /&gt;
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== Bituminous coal, lignite vs. wood ==&lt;br /&gt;
&amp;quot;Bituminous coal without magma triples the effective output of wood, lignite doubles it.&amp;quot; I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? [[User:Taerh|Taerh]] 18:15, 6 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Taerh</name></author>
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