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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Toastdieb</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-20T02:07:30Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19666</id>
		<title>40d Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Weapon&amp;diff=19666"/>
		<updated>2009-05-24T21:26:33Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* Unorthodox weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are the bows and blowguns melee or ranged? -- [[User:Bovinepro|Bovinepro]]&lt;br /&gt;
&lt;br /&gt;
:Both. When they run out of ammo the dwarves will beat their enemies to death with their bows. The listed damage is for when that happens. --[[User:Ikkonoishi|Ikkonoishi]] 17:15, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
What about damage done by artifact weapons? Is it x2 like masterwork items?&lt;br /&gt;
&lt;br /&gt;
:The exact damage bonus granted by artifact weapons is unknown, though it's quite likely much higher than a masterwork, if the value is any indicator. It's difficult to determine the exact bonus, as it's not in the raws, Toady hasn't told us, and it's very difficult to gauge exactly how much damage a weapon is dealing due to how little is known about the combat calculations in general. --[[User:Hesitris|Hesitris]] 07:31, 18 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Conflicting Info? ==&lt;br /&gt;
&lt;br /&gt;
Earlier on, we say that dwarves can't wield bows because they are too big. Down in the tables, the bow is listed as two handed and not unwieldable. Need to correct one or the other (I'm too lazy to verify that in the current version bows are still unwieldable.) --[[User:TheUbie|TheUbie]] 06:20, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, a bow is two handed and unwieldable to dwarves, do you mean in adventure mode with humans/elves? I think most of this data is fortress mode specific. --Gotthard 18:15, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I didn't write the article, so I don't know it's original intention, however there are other weapons that can be wielded 2 handed by humans and others in adventure mode, but are listed as unweildable by dwarves. Need to choose to make the table fortress specific, adventure mode specific, or add another col and make it specific to both. As it stands now, it doesn't make sense. --[[User:TheUbie|TheUbie]] 18:54, 29 November 2007 (EST)&lt;br /&gt;
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:::I'm almost certain this is dwarf specific, because I had some goblin axemen siege my base, and one of them was wielding a great axe in one hand, and a shield (not even a *buckler*) in the other hand. I think I saw the same thing with a halberd, but a pike was multigrasped. Looks like goblins have a lot more options than our poor dwarves. --Gotthard 12:16, 30 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Pike ==&lt;br /&gt;
&lt;br /&gt;
I been able to wield a bronze pike with an adventurer in 23a and it was quite deadly. This need to be verified. Maybe there is a strength requirement? --[[User:Eagle of Fire|Eagle of Fire]] 14:43, 28 November 2007 (EST)&lt;br /&gt;
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== Whips and scourges ==&lt;br /&gt;
&lt;br /&gt;
So, I'm guessing that you can't assign dwarves to use whips and scourges unless you've traded for one, right? And on the article for [[Scourge]] it says it's deadlier than a whip (which currently has no page)... Does that mean scourges are better in every way? What's worse? --[[User:Penguinofhonor|Penguinofhonor]] 21:03, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Did you actually read the tables? It does 10 more damage, and is the same in everything else. Dwarves can't become lashers. There are no lasher option in the military settings... --[[User:Nitem4re|Nitem4re]] 14:13, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have a complaint... Reading this wiki gave me the impression that whips and scourges were weak weapons and that it would require several for them to be noticeable. So it was that I came upon the idea of using a small number of scavenged and traded whips and scourges in weapon traps at the extremity of my fortress to weaken incoming attackers and to slow retreaters, hoping that if they got lucky and killed one it would probably bleed to death after safely leaving the trap. What I did not expect was rivers of blood, corpses piled 4 deep and exploding goblins. While I missed the event it would appear that a head travelled up one Z-level, west 8 X-levels and north 10 Y-levels, whilst a lower body travelled up 2 Z-levels, west 6 X-levels and south 2 Y-levels. I can only assume that they collapsed from the pain and were pulled into the mechanism...&lt;br /&gt;
&lt;br /&gt;
My haulers are demanding an apology for the mess they need to clean up, perhaps a note could be made indicating that whips can be effective(and messy) despite their low damage values...&lt;br /&gt;
&lt;br /&gt;
It is this sort of thing that makes me glad that the thoughts &amp;quot;horrified by an unfathomable scene of carnage&amp;quot; and &amp;quot;Saw something unnatural happen to a fellow living creature&amp;quot; have not yet been implemented...&lt;br /&gt;
[[User:RAM|RAM]] 04:56, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:How many did you put in the traps?  Even crappy weapons like whips will obliterate an enemy when you have a bunch of them all hitting simultaneously. --[[User:LegacyCWAL|LegacyCWAL]] 16:17, 13 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Odd, I could have sworn that I liked to a movie of me examining the area, it is 3 1-deep rows of traps in a 3-wide corridor, the first row each have 1 low-quality bronze whip, second row each have 1 no-quality iron scourge and the third row each have 1 iron and 1 bismuth bronze whip, with one trap having an additional bronze whip. The mechanisms are good quality but it doesn't really seem to be alot to me, but I am new to DF...&lt;br /&gt;
&lt;br /&gt;
::Here [http://www.mkv25.net/dfma/movie-1170-scarywhips] is the movie, I must say that this is very effective for stopping sieges, my goblins are unmodified, and they don't seem to have any trolls or beak dogs, but(if I recall correctly) in a recent siege this setup left me with 23 goblin corpses(and about 25 body parts) and only 3 traps clogged, with no goblins reaching any other defences(I think some made it through but ran back because of injuries and goblins dying behind them), funnily enough it was the single weapon traps that did most of the clogging...[[User:RAM|RAM]] 14:38, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Hrm.  Most of the goblins are unarmored wrestlers, and most of the rest are poorly-armored archers.  By the time they got to the third row, they had taken multiple hits from gore-damage weapons (and one of the third row of traps had some really nasty ones in it).  Whips and scourges don't do a lot of damage, but they do cause pain and bleeding.  That doesn't matter too terribly much against heavily-armored soldiers who can shrug off a couple blows, but it doesn't take many hits like that to make a werestler bleed to death.  And if the traps weren't clogging up much, most of the goblins would've taken a lot of hits, which with gore damage would really add up.&amp;lt;BR&amp;gt;I also see that several goblins made it to the stonefall traps.  If it took that long to break them, then the odds are good that many made it past the traps, broke, and ran back across the traps for another go.  With that many hits, even whips and scourges can overwhelm a metal-armored soldier.&amp;lt;BR&amp;gt;Long story short, it was pretty much an absolute best-case scenario for whips and scourges, making lots of attacks against poorly-armored targets ;) --[[User:LegacyCWAL|LegacyCWAL]] 16:14, 16 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unorthodox weapons ==&lt;br /&gt;
&lt;br /&gt;
Is there any information on unorthodox weapons such as coins and loincloths? For instance, are the material and crafting value taken into account, and what is the base damage of the item? [[User:Patarak|Patarak]] 04:13, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Unortodox&amp;quot; weapons are not really weapons. However, since ''absolutly anything thrown is deadly in the curren fight code'', a lot of people use about anything in adventure mode. This is how coins became popular as a throwing weapon. Part because it's as deadly as anything else and very light which mean you can carry a lot around, part because it is a weapon used in other ascii or rogue like games. You could throw butterfly corpses and mud around and it would be just as deadly as coins. --[[User:Eagle of Fire|Eagle of Fire]] 17:52, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Well, you don't even have to throw them for them to be deadly. I know of a cyclops that had managed to wrestle a full waterskin from one of my adventurers and beat several of them to death with it, greatly amplifying the damage it was doing. --[[User:Toastdieb|Toastdieb]] 21:26, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Great axe ==&lt;br /&gt;
&lt;br /&gt;
I'm not saying dwarves can wear it, but the dead goblin over there wore one, and even a shield too..if I can get 5 minutes of peace from this annoying little buggers i will try to let one of my dwarves wear it..--[[User:Koltom|Koltom]] 21:40, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:You're lucky. You get alot of goblins! I want some! Can you send some over?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:16, 10 April 2008 (EDT&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Clicking the links of some of the types of weapons redirects back to weapons. --[[User:Chrispy|Chrispy]] 21:07, 10 April 2008 (EDT)&lt;br /&gt;
:This is a feature called a redirect. If you want to then go ahead and create enough of an article that nobody reverts it back to a redirect. For a lot of weapons there isn't that much of a need for a seperate article, but the redirect will point someone back to a place they can find out what they need to know.[[User:GarrieIrons|GarrieIrons]] 00:21, 10 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trap components as weapons ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There are a few enormous weapons that no race can wield...&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
I beg to differ. In Adventure mode, at least in &amp;quot;Play Now&amp;quot;, you can in fact pick these things up and hit people with them. I dunno if they come with lots of negatives for being a stupid weapon, but I know I've used an enormous wooden corkscrew to fight troglydites before. That, and a barrel of dwarven wine.&lt;br /&gt;
--[[User:Dadamh|Dadamh]] 11:19, 2 June 2008 (EDT)&lt;br /&gt;
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:I know that adventurers can do things that shouldn't be possible. Other creatures are technically capable of doing those things, but their code won't ask them to do them. --[[User:Savok|Savok]] 12:51, 2 June 2008 (EDT)&lt;br /&gt;
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::I'll say.  In adventure mode, you can carry around and throw anvils at enemies.  It does no more damage than sand and you'll have the speed of a glacier, but it's hilarious.  I suspect, though, that improvised weapons are as effective as unarmed attacks.  I'll have to check on that though.  --[[User:Smartmo|Smartmo]] 15:45, 13 January 2009 (EST)&lt;br /&gt;
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== Possible bug with long swords in 40d (not wieldable in two hands) ==&lt;br /&gt;
&lt;br /&gt;
Today I traded for two wooden longswords and set two new recruits to use them for sparring.&lt;br /&gt;
The recruits continually go pick up the swords (&amp;quot;Pickup Equipment&amp;quot;) and then instantly drop the weapon on the ground.  It doesn't matter whether they are on duty or not, actually.&lt;br /&gt;
&lt;br /&gt;
Is it possible this is a bug in 40d?  Is it possible that oversized weapons that the article lists as being wieldable in two hands actually require a certain amount of strength attribute?  Or is it that the article is just completely mistaken on long swords as being wieldable by dwarves using both hands?  Any thoughts or input would be nice.&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 01:02, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:If I recall, someone somewhere mentioned that setting a dwarf to use two weapons will permit them to hold two-handed weapons. I'm yet to confirm is this works, since I've not got any two-handed weapons available.--[[User:Quil|Quil]] 12:28, 11 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Ok, thanks.  Stupidly, in a moment of frustration I abandoned the fortress.  I will also try to confirm this again.  If it's true, that info definately needs to be in the article...--[[User:Jpwrunyan|Jpwrunyan]] 00:35, 12 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Unusual materials==&lt;br /&gt;
I was hoping to make some wooden weapons for sparring, but I don't seem to be able to make anything but the enormous trap components and bolts out of wood. Am I missing something, or can dwarves only make bolts from wood, and other wooden weapons have to be traded for/looted?&lt;br /&gt;
Along the same lines, it'd be really nice to know more specifically what the &amp;quot;handful&amp;quot; of weapons are that can be made of other materials, and what materials each can be made from. If anyone can verify that info here I'll try and add it into the article. (I'll find out what I can, but have no access to obsidian atm). [[User:Kirig Stonebeard|Kirig Stonebeard]] 19:32, 18 March 2009 (UTC)&lt;br /&gt;
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:That &amp;quot;handful&amp;quot; of weapons is just bolts (wood or bone), crossbows (wood or bone), and stone short swords (1 wood + 1 obsidian, just as deadly as steel).  Anything else has to be imported.  The good news is that you can make weapons out of silver, which is just as bad as wood when it comes to hurting things.  It's expensive as hell, but sparring weapons are sparring weapons. --[[User:LegacyCWAL|LegacyCWAL]] 19:44, 18 March 2009 (UTC)&lt;br /&gt;
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::Thanks Legacy, the way I was reading the article I was SURE there must be others and I was just missing something on how to manufacture them. It seems to me that list is short enough to be specific about, so I'll go ahead and edit it in (and probably steal your concise formatting) to make it clearer (unless someone objects).&lt;br /&gt;
::Thanks also for the tip on silver; I was planning to check the table right after I checked here. I do have some galena on my current map but it might be a while til I can reach it... since the elves are mostly bringing me useless junk and haven't appointed a liason, I might just go with copper weapons and iron/steel armor and cross my fingers.&lt;br /&gt;
::On the bright side though, they're bringing me plenty of tamed bears in case I decide to forge a few tricycles, sew a few fezs and start a circus! [[User:Kirig Stonebeard|Kirig Stonebeard]] 05:06, 22 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Overall best trap weapon==&lt;br /&gt;
&lt;br /&gt;
Disregarding material, which weapon would work the best for a weapon trap?&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19480</id>
		<title>40d:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Iron_man&amp;diff=19480"/>
		<updated>2008-07-18T04:46:09Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: (I agree but the batman page lost it's amusing first line as well)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The iron man''' can be found dwelling on maps with [[chasm]]s or [[cave|cave complexes]]. Like undead, iron men will ignore missing limbs, never &amp;quot;give in to pain&amp;quot; the way normal [[creatures]] do, and never bleed to death. Because their attributes make them formidable melee fighters, the easiest way to kill them might be to dig down on the opposite side of an impassable barrier or terrain feature and have your [[marksdwarf|marksdwarves]] shoot at it. When you kill an iron man, it leaves behind a [[item_value|masterpiece]] [[iron]] [[statue]] (worth 3000☼). &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:ELEMENTMAN_IRON]&lt;br /&gt;
	[NAME:iron man:iron men:iron man]&lt;br /&gt;
	[TILE:'M'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING][BIOME:SUBTERRANEAN_CHASM][FREQUENCY:1][DIFFICULTY:2]&lt;br /&gt;
	[MODVALUE:5]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:stern appearance]&lt;br /&gt;
	[ITEMCORPSE:STATUE:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
	[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:4:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[DAMBLOCK:12]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:METAL:IRON]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quest&amp;diff=43507</id>
		<title>40d Talk:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quest&amp;diff=43507"/>
		<updated>2008-07-17T23:22:17Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: New page: I'm not sure, and it'd be difficult to test, but I think the status you have with an entity may affect the willingness of the more skilled warriors from that entity to join you. This might...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure, and it'd be difficult to test, but I think the status you have with an entity may affect the willingness of the more skilled warriors from that entity to join you. This might just be a side-effect of killing powerful monsters though. --[[User:Toastdieb|Toastdieb]] 19:22, 17 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Quest&amp;diff=21357</id>
		<title>40d:Quest</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Quest&amp;diff=21357"/>
		<updated>2008-07-17T23:17:55Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Quests''' in [[adventure mode]] can be obtained from leaders in settlements ([[mayor]]s or civilization leaders). Civilization leaders will give harder quests than mayors.&lt;br /&gt;
&lt;br /&gt;
Quests can be:&lt;br /&gt;
*Killing a hostile creature at a particular [[cave]], [[ruin]], camp, etc.&lt;br /&gt;
*Assassinating a civilization leader or powerful warrior aligned with an enemy faction.&lt;br /&gt;
&lt;br /&gt;
Rewards can be:&lt;br /&gt;
*Having your character's kill recorded in legends.&lt;br /&gt;
*After many kills of those [[creatures]] your character will earn a title of good, if he doesn't have a title already.&lt;br /&gt;
*Your character's affiliation with the entity you complete the quest for ([[town]] or [[civilization]]) will grow stronger.&lt;br /&gt;
*Other than that, nothing else that'll benefit your character besides the experience gained from the kill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Finding a quest location =&lt;br /&gt;
&lt;br /&gt;
The location of a quest can be found quite easily on the Travel screen. Once in the location, you can use the minimap to know the general direction of the feature entrance. If the creature is outside of the designated area when you first arrive, you will have the option of traveling directly to the creature, assuming it is still in the site map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Brook&amp;diff=25377</id>
		<title>40d Talk:Brook</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Brook&amp;diff=25377"/>
		<updated>2008-06-25T03:41:34Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Fishable?===&lt;br /&gt;
Might be worth mentioning if brooks are normal water with respect to fishability, or whether a channel needs to be dug first. [[User:Runspotrun|Runspotrun]] 16:31, 11 November 2007 (EST)&lt;br /&gt;
          &lt;br /&gt;
I suppose so, since it is a potential source of confusion.&lt;br /&gt;
--[[User:Dryn|Dryn]] 22:23, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== damming ==&lt;br /&gt;
&lt;br /&gt;
# How do I know which side of my dam is going to be dry, before I dam a brook? (ie which way does the water flow, if the entire z-level is level, and the brook stays on the whole z-level from one edge of the screen to the other??)&lt;br /&gt;
# Will it cause a flood, when I dam a brook, if I don't leave a spillway?&lt;br /&gt;
# If I channel my brook so it is non-walkable, will it still freeze in winter?&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:37, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:#Check the edges of the brook that meet the map, one of them will be losing water. That's the downstream side.&lt;br /&gt;
:#Assuming this is the same level brook, no, as the dam would be at the same level as the source.&lt;br /&gt;
:#Channeling will simply remove the brook floor tiles, the brook itself will still freeze, like any exposed water.&lt;br /&gt;
&lt;br /&gt;
[[User:N9103|Edward]] 07:36, 13 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Magma vs. Brook ==&lt;br /&gt;
&lt;br /&gt;
So I've been playing around with magma and a brook, and in addition to setting about twenty dwarves on fire, I discovered some interesting things. The first I posted to the [[magma]] article a few days ago: namely, magma coming in contact with a brook will cause the water below the brook to harden to obsidian, but does not seem to produce steam. When I dug the obsidian out, I discovered WHY: magma falls through the brook floor tiles (and onto my miners, who of course catch on fire, and go back to their barracks to &amp;quot;sleep it off&amp;quot;. Yeah. That went well). This also gives the brook tile the appearance of a boulder, but it does not obstruct wagons, and if you {{k|k}} over it, the description is still &amp;quot;brook&amp;quot;. So now I'm curious: Does water fall through the brook floor tiles as well? Once I've finished draining the brook, perhaps I'll build a water pump and find out. If so, that would mean that brook &amp;quot;floor tiles&amp;quot; act like floor grates, or possibly floor bars: that is, solid things (or solid things larger than vermin) cannot pass through, but fluids can. Which kind of makes sense. Any thoughts? Has someone already done this? --[[User:Zombiejustice|Zombiejustice]] 01:17, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:While the end effect might be the same I think you would find that when the magma comes in contact with the brook, some of the '''magma''' is turned to obsidian boulders by the '''water'''. The rest of the magma then falls through the boulders to the next level. The water would not become obsidian. Possibly the water is not even destroyed, just displaced... that would probably need source diving to work out. (I would guess that when a channel of magma reaches a brook tile there is infinately more water than magma - there would only be 1 x 7 units of magma but every brook tile and every aquifer tile is a gate to the elemental plane of water)[[User:GarrieIrons|GarrieIrons]] 02:11, 15 June 2008 (EDT)&lt;br /&gt;
:My second point is, there is a huge difference between the natural surface of the brook and a ground layer scattered by obsidian boulders. You can tunnel under a brook, if you keep resetting all the &amp;quot;wet rock detected&amp;quot; stuff. I think magma would be destroying non-magma safe surfaces it is resting on that would be why it is &amp;quot;falling through&amp;quot;.[[User:GarrieIrons|GarrieIrons]] 02:14, 15 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Research, continued:&lt;br /&gt;
::(1)Water will, in fact, pass downward through the surface of a brook. I dried up a brook, then pumped water onto its surface. The brook got muddy, and the tiles below suddenly had water.&lt;br /&gt;
::(2)If you dry up the water under the brook floor, the brook tile dries up; the character for a dry brook is the same as that for a boulder. This same character is visible on the tile below the brook floor (that is, at the level where the actual water would otherwise be). If you turned the water to obsidian with magma, you can mine it out to form an obsidian floor, but the upper tile will still be the dried brook character. If you run water over the floor, the dried brook character above turns back to a flowing brook character.&lt;br /&gt;
::(3)Dwarves do not appear to be able to walk on the bed (that is, the lower level) of a dried-up brook. A player can designate these tiles for digging (as in {{k|d}},{{k|d}} - which strikes me as weird) but dwarves will not dig them out.&lt;br /&gt;
::Addressing Garrie's points above:&lt;br /&gt;
::(1)It's my understanding, based on reading the wiki and my own observations, that any amount of water in a tile and any amount of magma in that same tile produces obsidian (and steam, which in the case of brooks appears trapped under the surface of the brook). The fact that the water replenishes does not affect this. I've dammed my brook in this manner twice now.&lt;br /&gt;
::(2)There is indeed a huge difference between the natural surface of a brook and a field full of boulders; my further research has shown what is going on here. As to magma destroying non-magma-safe surfaces: I believe (though I've not tested it) that this is the case for constructed surfaces. Magma will not melt naturally occurring floors, even if the area below has been mined out (this I have done myself). The fact that water also passes through the surface of the brook, and that the surface of the brook remains after the magma passes through it, leads me to believe my original analysis is correct.&lt;br /&gt;
::Oh, erm, I sound so severe. --[[User:Zombiejustice|Zombiejustice]] 15:48, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Wagons===&lt;br /&gt;
Can wagons travel along non-dried-up brooks, or do they need to be dammed up first? My latest fort is in some rough terrain, so I was thinking the local brook would make a good substitute for a road, and I didn't feel like wasting any dwarven human resources.&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41669</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41669"/>
		<updated>2008-06-22T05:32:18Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
* My latest fort on the same settings had 2 guys that prefer certain wood types, and 4 that prefer certain gemstones. All 7 of them have stone and metal preferences though. So maybe the tokens force dwarves to have a type preference for stone/metals/etc. I'll run a few more test forts to see if I can confirm. --[[User:Toastdieb|Toastdieb]] 00:19, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --[[User:Toastdieb|Toastdieb]] 23:09, 19 June 2008 (EDT)&lt;br /&gt;
*My newest test world using the same settings gave me access to both above-ground and subterranean seeds and plants. So farming tags allow access to both types of seeds, though it doesn't guarantee that you'll get both. --[[User:Toastdieb|Toastdieb]] 01:32, 22 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41668</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41668"/>
		<updated>2008-06-20T04:19:17Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* PREF tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
* My latest fort on the same settings had 2 guys that prefer certain wood types, and 4 that prefer certain gemstones. All 7 of them have stone and metal preferences though. So maybe the tokens force dwarves to have a type preference for stone/metals/etc. I'll run a few more test forts to see if I can confirm. --[[User:Toastdieb|Toastdieb]] 00:19, 20 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --[[User:Toastdieb|Toastdieb]] 23:09, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41667</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41667"/>
		<updated>2008-06-20T04:18:54Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* PREF tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
* My latest fort on the same settings had 2 guys that prefer certain wood types, and 4 that prefer certain gemstones. All 7 of them have stone and metal preferences though. So maybe the tokens force dwarves to have a type preference for stone/metals/etc. I'll run a few more test forts to see if I can confirm.&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --[[User:Toastdieb|Toastdieb]] 23:09, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41666</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41666"/>
		<updated>2008-06-20T03:09:06Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: correction on false info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*I turned them both on, and it allowed me to take above-ground seeds only. This may be a civ issue, as I *thought* I saw subterranean seeds in one of my test worlds. --[[User:Toastdieb|Toastdieb]] 23:09, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41665</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41665"/>
		<updated>2008-06-20T02:12:59Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;br /&gt;
*Just tried this, allowed me to take both above-ground and subterranean seeds as well as booze generated from both types of plants. I think that's all that the farming tokens affect. --[[User:Toastdieb|Toastdieb]] 22:12, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41664</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41664"/>
		<updated>2008-06-19T21:03:38Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm? --[[User:Toastdieb|Toastdieb]] 17:03, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41663</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41663"/>
		<updated>2008-06-19T21:03:20Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
So turning both [INDOOR_FARMING] and [OUTDOOR_FARMING] off seems to disable the option to take any seeds at all at the embark screen. Either that or for some reason neither of my two civs in entirely different worlds had any seeds. I'm assuming this means turning both of them on would allow you to take above-ground and subterranean plant seeds. Can anyone confirm?&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41662</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41662"/>
		<updated>2008-06-19T20:52:31Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: /* PREF tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
* I activated [STONE_PREF] and [METAL_PREF], but not [GEM_PREF] nor [WOOD_PREF], and then set up a couple of forts. My starting guys only had preferences for types of stone and metal. Maybe if you take them all off, it assumes they're all activated? --[[User:Toastdieb|Toastdieb]] 16:52, 19 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30094</id>
		<title>40d Talk:Bone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bone&amp;diff=30094"/>
		<updated>2008-06-18T20:01:23Z</updated>

		<summary type="html">&lt;p&gt;Toastdieb: bonecarn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm pretty sure bone in refuse piles underground lasts a LOT longer, if not indefinitely.  This makes it helpful to have one place above ground that accepts everything, and then another underground that only collects bones for carving.  Can anyone verify this?  I don't want to put this information in the article in case it just SEEMS like a lot longer to me because my games run at 10fps. --Gotthard 08:56, 29 November 2007 (EST)&lt;br /&gt;
:I use that underground refuse for bones,skulls and shells and never saw any bone to dissapear on any 'underground' tile in at least 8 years. A refuse pile is not needed (except to actually deliver the bones there in the first place). 'Inside' but 'above ground' refuse stockpiles don't help bones to last longer at all.--[[User:Another|Another]] 09:47, 29 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:AFAIK, all refuse left above ground disappear at season changes (at least bones/shells/chunks, not sure about the limbs and corpses)&lt;br /&gt;
I'm interested in following - how much bones will the corpse leave, if it lacks limbs. It seems to me, that a goblin corpse will generate 6 bone stack in any case. In this case: you kill a goblin - you get 6 bones, but if you tear his legs before killing him, you'll get two bones for legs, and six for body. Can anyone verify and clear this out?--[[User:Dorten|Dorten]] 04:17, 11 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:From experience in past forts, I seem to remember each limb loss reduced the &amp;quot;main&amp;quot; stack by one.--[[User:Maximus|Maximus]] 18:09, 11 January 2008 (EST)&lt;br /&gt;
::In my current fort, I just had a bunch of goblins met a bunch of *large steel serrated disks*, so I had a LOT of limbs and a LOT of corpses. Some time passed. I have a LOT of &amp;quot;goblin bone&amp;quot;s and  a LOT of &amp;quot;goblin bone[6]&amp;quot;s. not a single &amp;quot;goblin bone[2]&amp;quot; (or [3/4/5]). Will investigate further, cause they could be just stripped of ALL their bones &amp;gt;;)--[[User:Dorten|Dorten]] 00:19, 4 February 2008 (EST)&lt;br /&gt;
::Made some tests: dropped kittens from very high. Result is always a corpse, four legs, head and tail. after rotting they leave 5 separate bones, two in a stack (body), and, strangely, no skull (no idea why, maybe bug). So, that's a way to farm bones!--[[User:Dorten|Dorten]] 08:10, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== butcher goblins ==&lt;br /&gt;
Does butchering goblin or elven corpses work? I also failed to butcher the corpse of a cat killed by goblins though it was right next to the butcher and the horse next to it was butchered (the cat was a pet). --[[User:Koltom|Koltom]] 18:17, 28 February 2008 (EST)&lt;br /&gt;
:Depending on the creature tags, some creatures cannot be butchered, and pet-like creatures usually can only be butchered live. If they die in battle they cannot be butchered (but you can still use the bones after they rot). --[[User:Alfador|Alfador]] 12:02, 29 February 2008 (EST)&lt;br /&gt;
::Well, that exactly fits my experience - should we put a note in the article? Saves all the hauling of goblins and ''accidently'' died elves ;). They also rot faster outside..--[[User:Koltom|Koltom]] 13:23, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bones ==&lt;br /&gt;
Is it possible to use dwarven bones for any kind of crafting? --[[User:AlexFili|AlexFili]] 06:30, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:If you edit the raws. Otherwise, if you get a fell mood. Otherwise, nope. --[[User:Savok|Savok]] 11:13, 17 June 2008 (EDT)&lt;br /&gt;
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::Yeah, I think I'll modify the code. I think it makes sense if you use dwarven bones to make weapons; I mean come on, they're already dead so that harm is already done. Besides, dwarves don't care about using goblin bones, so why not dwarf bones?! :) --[[User:AlexFili|AlexFili]] 05:08, 18 June 2008 (EDT)&lt;br /&gt;
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:::Anyone know what I need to modify in order to allow dwarf bones to be used in boneworking? --[[User:AlexFili|AlexFili]] 05:52, 18 June 2008 (EDT)&lt;br /&gt;
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== crossbows ==&lt;br /&gt;
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The [[crossbow]] page seems certain that the material of a crossbow only affects damage output if it's being used as a hammer. Bolts are affected as by material. &lt;br /&gt;
--[[User:Strangething|Strangething]] 11:55, 17 June 2008 (EDT)&lt;br /&gt;
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:The [[crossbow]] page is right. --[[User:Savok|Savok]] 08:13, 18 June 2008 (EDT)&lt;br /&gt;
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== bonecarn ==&lt;br /&gt;
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I don't see this ever coming up in normal unmodded gameplay, but can creatures with the [BONECARN] tag eat things(armor, bolts, crafts) made from bone?&lt;/div&gt;</summary>
		<author><name>Toastdieb</name></author>
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