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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tulthix</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=Tulthix"/>
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	<updated>2026-08-04T10:19:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22050</id>
		<title>40d Talk:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Metalsmith%27s_forge&amp;diff=22050"/>
		<updated>2008-04-02T16:58:05Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: /* Crossbows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I don't think pages like this need the Building template, maybe 'workshops', but is a related article on Cave-in's really necessary for a metalsmith's workshop? I think the building template is too bulky to be used on this page. --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
== Crossbows ==&lt;br /&gt;
&lt;br /&gt;
*''TODO: I can't confirm that this does anything, as my metalsmith with all these skills won't make my copper crossbow --[[User:Markavian|Markavian]]''.&lt;br /&gt;
:I can confirm that crossbowmaking is the only skill required to make crossbows in this workshop.  I had a crossbowmaker make a bee-line for the shop the moment I assigned the work order.  His only other skill activated was carpentry and woodcutting.--[[User:Chthon|Chthon]] 11:56, 7 November 2007 (EST)&lt;br /&gt;
:I was tryig to make some crossbows and couldn't figure it out until I realized that they use crossbowmaking. When I turned the skill on my weaponsmith made them. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;br /&gt;
::In my 38c game, making crossbows at the forge requires weaponsmithing to start the job.  I'm unclear as to whether the crossbow making skill figures into this at all.  I have heard that high crossbow making skill gives a better result at the forge, but I am skeptical.  Are there any other cases where a secondary skill figures into the quality of an object produced? [[User:Tulthix|Tulthix]] 12:58, 2 April 2008 (EDT)&lt;br /&gt;
*''TODO: Provide example or grouping inplace of ??? for Blacksmith and Metalcrafting''&lt;br /&gt;
&lt;br /&gt;
::Keep hard information on the article pages and discussion on the discussion pages please. --[[User:Ikkonoishi|Ikkonoishi]] 15:14, 7 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recommended Merger ==&lt;br /&gt;
&lt;br /&gt;
The information in this page and [[Metalsmith]] needs to be merged. That one seems to have more info in it so I recommend keeping it, and making this redirect. (''The previous unsigned comment was added by [[User:Ikkonoishi|Ikkonoishi]].'')&lt;br /&gt;
:But metalsmith's forge is the proper name for the page. Why not make Metalsmith a redirect and move its contents here? --[[User:GreyMario|GreyMario]] 21:50, 18 November 2007 (EST)&lt;br /&gt;
::This page should be mostly replaced with the information on the [[Metalsmith]] page, and Metalsmith should redirect to here since the information pulled from the Metalsmith page would contain required information relating to the metalsmithing skill. That is what I would like to see, and I will do this in a few days myself if there are no disagreements. Please offer any other suggestions that you can think of. [[User:FFLaguna|FFLaguna]] 18:37, 2 December 2007 (EST)&lt;br /&gt;
:I don't think this page should not redirect to Metalsmith because it contains information about other smithing skills that aren't directly relevant to Metalsmithing. As such, I think it logical that they should either redirect here, or the Metalsmith page be stripped down to a simple description of: 'A '''metalsmith''' is a dwarf with the '''X skill''' capable of creating items in the [[Metalsmith's forge]].' I'd argue the workshop template shouldn't be on the metalsmith's page because it isn't a workshop page. --[[User:Markavian|Markavian]] 16:51, 4 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Blacksmithing ==&lt;br /&gt;
&lt;br /&gt;
I believe that this is used to make furniture and essentially all non-weapon/militaty/craft goods at the forge. The current reference to &amp;quot;iron working&amp;quot; is misleading as they can work with materials other than iron. [[User:Mindsnap|Mindsnap]] 15:23, 3 December 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Graphics_set_repository&amp;diff=20742</id>
		<title>40d Talk:Graphics set repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Graphics_set_repository&amp;diff=20742"/>
		<updated>2008-03-26T14:48:35Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This would more accurately be called [[List of user graphics sets]], to match the [[List of user character sets]] page. The info about graphics sets can be merged into [[Tilesets]]. Also, it seems DR is the only one updated for the new version, does anyone care to test the others? Do they work, and if not, will they ever get updated? --[[User:Turgid Bolk|Turgid Bolk]] 02:19, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a message to the user &amp;quot;Duplex,&amp;quot; who posted a cool little DR-style graphics update to the page: Could you please list your graphics_example.txt so I can know what dwarves are what? I'd love to implement this in the new version, unless DR publishes his work soon. Also, I think it'd be nice to have a little less boxiness to the current DR set, and was wondering if a simple dithering pass or something would make the icons appear less &amp;quot;boxy&amp;quot; and more smooth against a black background. Ideas? [[User:Schm0|Schm0]] 14:49, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I've created and added [[Template:GraphicsSet]] to match the outline of [[List of user character sets]] page.  I don't know what we should do with the outdated sets. Some of the links don't work and it just looks sloppy. Should it just be deleted? [[User:Plac1d|Plac1d]] 11:40, 23 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== 12x12 Tileset ==&lt;br /&gt;
Go on, someone make a 10x12 or 12x12 tileset? That way people using the default tileset, or me with my 12x12 solid curses tileset, can enjoy pretty gfx too. My screen is too small for 16x16, though I'm tempted to give the 8x10 one a go! --[[User:Markavian|Markavian]] 11:32, 18 December 2007 (EST)&lt;br /&gt;
:Hmmm. Personally, I find that 16x16's pixel budget is already too tight for a proper &amp;quot;graphic&amp;quot; gfx set.  Anything smaller would violate what I term first principle of icon design :Icons must be distinguishable (not just different!).  Anything smaller, I think I would switch to partial symbolic means.  e.g. have a distinct background image (maybe a dwarf head?) denoting the race and a foreground symbol (like a pick for miners) to denote profession.  I would say that I am trully interested, but I have my hands tied up right now with 16x16 which will take a looong time to approach completion.  No promises, but if I need a break from 16x16, I might do a &amp;quot;sample&amp;quot; set for 12x12 (e.g. just all the major profession groups)  But if you really want one badly, why not try starting a new set yourself.  It's fun!  -- [[User:Sphr|Sphr]] 21:32, 18 December 2007 (EST)&lt;br /&gt;
::ok, what I did is I took my WIP 16x16 and do a direct shrinking + sharpening.  This is the result. [[Media:Sphr_dwarves_12_12.png|Sphr_dwarves_12_12.png]].  You will have to grab Veryinky's text file and modify the data there for 12x12 though.  Feedback is welcome but I prob can't devote time to the 12x12 icons.  The most I can do is use a semi-automated way of generating it from the 16x16 version. sorry about that.  I will find time to extract out the text part and add somewhere to wiki so that we don't have to do some nasty rapidshare download (I always can't seem to download from it :( ) just for some text. Or you could just do your cut and paste directly over whatever bmp file you are using right now -- [[User:Sphr|Sphr]] 21:45, 18 December 2007 (EST)&lt;br /&gt;
:Thanks Sphr, I've packaged it all together into an easy to install mod: [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.1.zip download (59KB)] (v0.1)&lt;br /&gt;
:It doesn't look bad, not at all. I'd argue 12x12 is plenty, we're spoilt with the number of pixels we have these days! Remember the first Command &amp;amp; Conquer? Animated infantry units had whopping 11x11 pixels. ... I look forward to your updates, my fort with only 7 dwarves doesn't give much opportunity for detail. [http://mkv25.net/showcase/df/sphr_12x12_test1.png Screenshot]. --[[User:Markavian|Markavian]]&lt;br /&gt;
::Sorry about the half-pink pixels.  Thought that I got rid of those by using nearest neighbor when resizing.  Hmm. yeah. It turned out better than I thought.  I think it is relatively safe to say that at least the major profession groups are distinguishable.  It remains to see how distinguishable the sub professions are.  Guess we can only find out after we test with a much larger dwarf colony.  -- [[User:Sphr|Sphr]] 11:51, 19 December 2007 (EST)&lt;br /&gt;
:Updated the 12x12 version.  Can be found [[User:Sphr/gfx_set#12x12|here]].  I've cleaned up the transparent pixels after shrinking, but I didn't test it.  Feel free to try.  -- [[User:Sphr|Sphr]] 15:09, 21 December 2007 (EST)&lt;br /&gt;
:Thanks, those pixels look much sharper now. Have included it in v0.2 of the mod package: [[http://www.mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.2.zip sphr_mkv_12x12_graphics_v0.2.zip]] (61.5KB)&lt;br /&gt;
== Text Data for manual install users ==&lt;br /&gt;
&lt;br /&gt;
If the tileset is simple (1 image), it could be beneficial to follow PTTG's smart example of including the text data in the image page itself, i.e. the page you get to when you click on a wiki image created by something like: &amp;lt;nowiki&amp;gt;[[Image:PTTG16x16graph.png]]&amp;lt;/nowiki&amp;gt; ) , so that users can just copy and paste the text data directly into raw/graphics.  And given that the image (usually png) is available for saving, users don't have to download anything explicitly from any file hosting sites.  I think it is definitely an alternative to consider esp when compared to file hosting services like rapidhshare (which I always have problem with), and although other file-hosting (esp those on personal sites) are fine, they may have stricter traffic controls.&lt;br /&gt;
-- [[User:Sphr|Sphr]] 04:14, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Regarding Dystopian Qantas ==&lt;br /&gt;
&lt;br /&gt;
Anybody knows what is tile for dwarves.bmp 9:4 ? The tiles above are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[DRUID:DWARVES:9:0:AS_IS:DEFAULT]&lt;br /&gt;
[GUILDREP:DWARVES:9:1:AS_IS:DEFAULT]&lt;br /&gt;
[MERCHANTBARON:DWARVES:9:2:AS_IS:DEFAULT]&lt;br /&gt;
[MERCHANTPRINCE:DWARVES:9:3:AS_IS:DEFAULT]&lt;br /&gt;
&lt;br /&gt;
[??????:DWARVES:9:4:????:????] &amp;lt;&amp;lt; this line don't exists in the text data.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
From the looks of things, it could be sheriff/captain of the guard, so I'm going to assume that until somebody kindly corrects me. &lt;br /&gt;
&lt;br /&gt;
--[[User:Sphr|Sphr]] 10:23, 21 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== graphics sets vs object tilesets ==&lt;br /&gt;
I was the one who renamed object tilesets to graphics sets when the wiki was migrated to the 3d version, and I'm starting to regret it. I propose renaming it back to 'object tilesets' and modifying all graphics sets links to point to that once again. [[User:Lord Nightmare|Lord Nightmare]] 17:18, 19 February 2008 (EST)&lt;br /&gt;
:Nah, it's fine the way it is for now. Because objects are not currently graphically supported yet, and only consist of living entities, it should rather be called 'creature tilesets'. I would wait until Toady adds '''&amp;quot;Core50, TILESET SUPPORT, (Future): Allow graphical tiles to be used for all game objects&amp;quot;''' before changing the name to anything. After that, there could be a multitude of tilesets such as 'object tilesets','creature tilesets','terrain tilesets' ect. 'Character tilesets' will be used for traditional ASCII. [[User:Plac1d|Plac1d]] 21:37, 8 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Questions: making your own set==&lt;br /&gt;
Could some one post some pointers to making your own set?  I have a few questions: how do you know what tags are available to make tiles for?  Does the graphics example that comes with the game include all possible race/class tags?  What is the format of this file?  I see for creatures it is [class:racepage:x:y:??:?Status (like undead/guard/not?)]&lt;br /&gt;
&lt;br /&gt;
Is it possible to make a champion axedwarf graphic?  Or will all champions of the same status look the same?&lt;br /&gt;
&lt;br /&gt;
Do the characters have to have a shaded border around them?  I notice most do.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 10:48, 26 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33003</id>
		<title>User talk:Sphr/gfx set</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Sphr/gfx_set&amp;diff=33003"/>
		<updated>2008-03-25T17:14:19Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: /* Comments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
=Problems/Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Comments=&lt;br /&gt;
&lt;br /&gt;
I love how the tiles are coming along.&amp;lt;br&amp;gt;&lt;br /&gt;
I really hope you decide to eventually merge all these tilesets (and the many more to come it looks like) into your own format with your own .txt to help you expand as you go on.--[[User:N9103|Edward]] 20:05, 27 December 2007 (EST)&lt;br /&gt;
:Thanks.  merging/consolidating is in the plans, but it will happen only when things are more or less complete enough.  Right now, it is hard as I do one or two tiles at a time and only when I see them.  After I consolidate more tiles, I think I will first release a DQ compatible version, so that existing users of DQ can easily try things out by just replacing the BMP files without messing with the text data.  -- [[User:Sphr|Sphr]] 05:09, 29 December 2007 (EST)&lt;br /&gt;
::It really seems like you're going through a lot of hoops to keep everything compatible with DQ. I say screw that, stop limiting yourself :) Your sets are great. Thanks for making them.--[[User:Siliziumleben|Siliziumleben]] 22:08, 2 January 2008 (EST)&lt;br /&gt;
:::I guess it may have to come to what you've said, as I discovered more problems with DQ's text data.  Originally, I wanted to make it easier to update certain tiles simply by overwriting the image file.  And since my tiles are still sparse, I myself am still using DR tiles in DQ organization for most other tiles that I have not got around to doing.  But I guess with all the new differences, it may not be feasible anymore.  I've decided to still keep things DQ compatible if it is convenient for me, but will incorporate my own changes where I feel it should. Should be releasing the updated human (still lack zombies) and the first couple of creature tile pages soon.  Thanks for your comments! -- [[User:Sphr|Sphr]] 21:25, 3 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
You still working on these? They are really excellent. Don't bother with keeping it DQ compatible its not hard to follow your directions and get it working anyway takes about 5 minutes. Keep up the good work man --[[User:Gorfob|Gorfob]] 22:20, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Hey Sphr, I created a new version of the 12x12 mod using scaled and sharpened versions of your graphic sets. You can download it here [http://mkv25.net/showcase/df/sphr_mkv_12x12_graphics_v0.3.zip sphr_mkv_12x12_graphics_v0.3.zip], and I've updated the List of user graphic sets as well. --[[User:Markavian|Markavian]] 14:07, 11 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This set is awesome.  I just wanted to say thanks! [[User:Tulthix|Tulthix]] 13:14, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=TODO=&lt;br /&gt;
This section is for reminders for myself.&lt;br /&gt;
&lt;br /&gt;
==tweaks needed==&lt;br /&gt;
&lt;br /&gt;
==immediate goals==&lt;br /&gt;
*standard creatures.  This is slow as there are many creatures (38 total).&lt;br /&gt;
==next goals==&lt;br /&gt;
*reduced elf tile page&lt;br /&gt;
*reduced kobold tile page&lt;br /&gt;
*human zombies, skeletal child&lt;br /&gt;
&lt;br /&gt;
==to plan==&lt;br /&gt;
*design updated tilepage layout.&lt;br /&gt;
*reserve slot for future separation of TRADER and MERCHANT?&lt;br /&gt;
*reserve tile slots for specialized tiles for MAYOR, LEADER, SHERIFF, MANAGER, BOOKKEEPER, BROKER.&lt;br /&gt;
&lt;br /&gt;
Currently, &lt;br /&gt;
LEADER/MAYOR uses ADMINISTRATOR, &lt;br /&gt;
MANAGER/BOOKKEEPER uses CLERK, &lt;br /&gt;
BROKER uses TRADER/MERCHANT&lt;br /&gt;
SHERIFF uses CAPTAIN_OF_THE_GUARD&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34477</id>
		<title>40d Talk:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Waterskin&amp;diff=34477"/>
		<updated>2008-03-25T17:11:07Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilians==&lt;br /&gt;
Is it possible to get civilians to carry waterskins? I think I'm about to wipe out my entire clan due to all the water being frozen, while they were activated to chase down a kobold (who they didn't manage to catch anyway) they all went and picked up waterskins then they put them down when I deactivated them... now they are dying of thirst since the brook and lakes are all frozen... :( [[User:GarrieIrons|GarrieIrons]] 07:04, 10 January 2008 (EST)&lt;br /&gt;
:I do not think it is possible. Only military dwarves can carry a waterskin. You should have planned ahead and built yourself a well or made more booze... ;) --[[User:Eagle of Fire|Eagle of Fire]] 07:35, 10 January 2008 (EST)&lt;br /&gt;
:Really what true Dwarf actually drinks water? [[User:Jikor|Jikor]] 07:52, 10 January 2008 (EST)&lt;br /&gt;
::As unbeleivable as it sound, some outposts seem to have problem producing enough booze in the first few years to allow everyone to drink true to dwarven tradition. Where is the world going, I ask you? ;) --[[User:Eagle of Fire|Eagle of Fire]] 10:25, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Does quality of the leather/leatherworker affect a waterskin in any way?&lt;br /&gt;
&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:Leather has no quality but the quality of the leatherwork will make it more valuable.--[[User:Ikkonoishi|Ikkonoishi]] 22:53, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
What stockpile are waterskins stored in? -- [[User:Caradhras|Caradhras]] 12:02, 25 March 2008 (EDT)&lt;br /&gt;
: I believe they are under finished goods. [[User:Tulthix|Tulthix]] 13:11, 25 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13592</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13592"/>
		<updated>2008-03-24T15:44:01Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Traffic''' may become an issue once a settlement begins to grow in size. Movement in narrow hallways is slowed by dwarves moving past each other.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double or more width and placing [[stockpile|stockpiles]] close to relevant [[workshop|workshops]]. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die in outdoor areas with high traffic, quickly exposing bare soil. This may be desireable as trees block dwarves' and caravans' paths, but unchecked traffic may trample entire areas of forest regrowth.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, Normal (default, undesignated) costs 2 points per square, Low costs 5, and Restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to a Restricted area so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop as Restricted.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting High traffic areas along [[road|roads]] outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a ballista's firing arrow originates.  This will prevent tragic siege training accidents.  Note that pets can and will be killed by firing ballista even if movement is restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall|walls]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6811</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6811"/>
		<updated>2008-03-22T22:28:04Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: /* Workshop Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f|job= [[Weaponsmith]], [[Armorsmith]], [[Metalsmith]], [[Crossbow-making]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
* [[Crossbow-making]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by dwarves to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have an [[anvil]], which you start with by default, using 1000 [[starting point]]s. If you don't bring an anvil, you are usually able to trade for one with the dwarven (autumn) and human [[caravan]] that often carry iron anvils at a cost of 1000☼, and steel anvils at a cost of 3000☼. If not, you may also request one from the [[dwarven liaison]] or human [[guild representative]], if you are willing to pay an increased price to guarantee that at least one anvil arrives in the second year/third year. Note that it is presently useless to request the more-expensive steel anvil as there is no difference in productivity.{{version|0.27.169.33a}}&lt;br /&gt;
&lt;br /&gt;
==Workshop Skills==&lt;br /&gt;
The metalsmith's forge supports multiple skills, so dwarves will need the correct skill for the item you want them to create. The skills available are:&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- weapons and bolts&lt;br /&gt;
*[[Armorsmith|Armoring]] -- armor&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- [[Craft|Crafts]], [[Coins]], and [[chain]]s&lt;br /&gt;
*[[Crossbow-making]] -- crossbows (as of 38c, crossbows seem to require weaponsmithing to construct)&lt;br /&gt;
*[[Trapping]] -- animal traps (possibly a bug)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All furniture (except chains) and blocks&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], for one [[metal]] [[bar]] each. The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]&lt;br /&gt;
* [[Pick]]&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&lt;br /&gt;
However, note that crossbows and picks cannot be forged out of silver.&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[Bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]]s (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch Cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe Section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires 3 [[bars]] to forge except for [[chain]]s, animal traps, buckets and blocks.&lt;br /&gt;
&lt;br /&gt;
== Siege Equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Siege equipment]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]].  Only one piece of siege equipment can be forged: the [[Ballista arrowhead]], which requires 3 [[metal]] [[bars]].  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[Ballista arrow]].  It is also possible to make pure wooden ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]]. Smithing arrowheads seems to require both the [[Weaponsmith|Weapon smithing]] and [[Metal crafter|Metal Crafting]] skills turned on.&lt;br /&gt;
&lt;br /&gt;
== Trap Components ==&lt;br /&gt;
&lt;br /&gt;
[[Trap]] components]] can be forged from [[copper]], [[iron]], [[bronze]], and [[steel]]. These include:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Note that each requires 2 [[bars]] of [[metal]] to forge.&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]], requiring 1 log each.&lt;br /&gt;
&lt;br /&gt;
== Finished Goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]]. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Anvil]] ([[iron]], [[steel]] or [[adamantine]])&lt;br /&gt;
* [[Craft]]s&lt;br /&gt;
* [[Goblet]]&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[Coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[Jeweler's workshop|encrusting with gems]], [[Craftsdwarf's workshop|decorating with bone]] or [[Craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smithy will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require fuel.&lt;br /&gt;
&lt;br /&gt;
In addition, 3 [[bars]] of either [[iron]] or [[steel]] can be used to forge [[anvil]]s, which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Metal Clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight clothing.&lt;br /&gt;
All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Skills Used ==&lt;br /&gt;
&lt;br /&gt;
* [[Metalsmith]]: All [[furniture]] except [[chain]]s and [[animal trap]]s; [[anvil]]s&lt;br /&gt;
* [[Skills#Metal_Crafter|Metal Crafter]]: Chains; everything in the &amp;quot;all other objects&amp;quot; category except anvils.&lt;br /&gt;
* [[Skills#Weaponsmith|Weaponsmith]]: All weapons and ammunition except for [[Crossbow|crossbows]]; [[Trap|trap components]]; [[Siege equipment]]?&lt;br /&gt;
* [[Skills#Bowyer|Bowyer]]: [[Crossbow|Crossbow]]&lt;br /&gt;
* [[Skills#Armorsmith|Armorsmith]]:  All [[armor]]&lt;br /&gt;
* [[Skills#Trapper|Trapper]]: [[Animal trap]]s&lt;br /&gt;
Note: This section is a work in progress; it needs further data and correction.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13589</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13589"/>
		<updated>2008-03-20T17:36:18Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a settlement begins to grow in size '''traffic''' may become an issue. Movement in narrow hallways are slowed by dwarfs moving past each other and vegetation will tend to die in outdoor areas with high traffic, eventually exposing bare soil.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double width and placing [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by setting traffic areas.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, normal (the default, and unmarked) costs 2 points per square, low costs 5, and restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may with to designate as restricted the shop.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13588</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13588"/>
		<updated>2008-03-20T17:35:06Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a settlement begins to grow in size '''traffic''' may become an issue. Movement in narrow hallways are slowed by dwarfs moving past each other and vegetation will tend to die in outdoor areas with high traffic, eventually exposing bare soil.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double width and placing [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by setting traffic areas.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, normal (the default, and unmarked) costs 2 points per square, low costs 5, and restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may with to designate as restricted the shop.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their destinations and jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13587</id>
		<title>40d:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Traffic&amp;diff=13587"/>
		<updated>2008-03-20T17:33:57Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Once a settlement begins to grow in size '''traffic''' may become an issue. Movement in narrow hallways are slowed by dwarfs moving past each other and vegetation will tend to die in outdoor areas with high traffic, eventually exposing bare soil.&lt;br /&gt;
&lt;br /&gt;
Some traffic problems can be prevented by good fortress design, such as making hallway which are likely to be high use double width and placing [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by setting traffic areas.&lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
&lt;br /&gt;
The {{K|d}}{{K|o}} combination sets '''traffic areas''', which are used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. High level traffic costs the pathfinding AI 1 point per square, normal (the default, and unmarked) costs 2 points per square, low costs 5, and restricted costs 25. You can change these values in [[init.txt]].&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any water source in a biome with seasonal freezing to restricted so your dwarves will be less likely to be caught on it when it melts.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may with to designate as restricted the shop.&lt;br /&gt;
* If an area occasionally gets flooded, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a dwarf from traveling over those squares, but rather makes them willing to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves choose their destinations without thinking about them.  For example, that one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get the job he has chosen to work.  &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed.  In some cases, a workaround is to place a wall where you want the dwarf to avoid standing, and suspend it.  This prevents him from standing on that tile while building/digging.  When the job is finished, the suspended wall may be canceled.&lt;br /&gt;
&lt;br /&gt;
[[category:designations]]&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6355</id>
		<title>40d Talk:Well</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Well&amp;diff=6355"/>
		<updated>2008-03-20T16:49:01Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: /* Another Fair Warning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where can these be constructed? only near an aquifer?--[[User:Alc|Alc]] 14:16, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Open space probably refers to just that - a dug-out space below it that leads to water. Will have to test, though. --[[User:Tracker|Tracker]] 15:54, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it need to be a channel all the way down, on all levels below the well, or can you have normal floor below it all the way down to water?  Can you put one well directly above another well, and have them both work (if there's water below)?  --[[User:Sowelu|Sowelu]] 15:56, 30 October 2007 (EDT)&lt;br /&gt;
: yes.no.no.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Has it been verified that you need water down there? --[[User:Mitchy|Mitchy]] 11:22, 8 November 2007 (EST)&lt;br /&gt;
:yes.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Does anyone know if it is okay to have a well like this?&amp;lt;br /&amp;gt;&lt;br /&gt;
(side view)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
_W_ &lt;br /&gt;
| |    &amp;lt;-- Empty space between water and well&lt;br /&gt;
|~|    &amp;lt;-- Water down here&lt;br /&gt;
---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--[[User:Delton|Delton]] 16:07, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Confirmed that the above is a functional well.&lt;br /&gt;
--[[User:Delton|Delton]] 07:52, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Potential Problem==&lt;br /&gt;
As of v0.27.176.38a, when using an artificaly created well (by designating a 'Pond' zone and having dwarves fill it), it is posible that dwarves will take water from the well in order to fill the pond which feeds the well, acomplishing nothing. To correct this, examine the items contained in the well by pressing 't', then forbid the bucket and rope contained in the well. This will stop dwarves from taking water from the well and allow you to fill it. You can then reclaim the bucket and rope to make the well usable again.&lt;br /&gt;
&lt;br /&gt;
Should this be in the article?&lt;br /&gt;
&lt;br /&gt;
[[User:Duo|Duo]] March 11th 2008&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Flooding? ==&lt;br /&gt;
&lt;br /&gt;
Gah! Why do my wells keep flooding? How can I prevent this? [[User:Runspotrun|Runspotrun]] 06:08, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
-- Well ... if you did it like I did [http://www.vaevictus.net/images/bucket_full.png (lol)], you lost to backpressure.  i filled from a reservoir that was taller than my well floor. (and it was attached to a brook. :) I'm working on using a floodgate and pressure plate to regulate water levels. [[User:Vaevictus|Vaevictus]] 11:30, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fair Warning ==&lt;br /&gt;
&lt;br /&gt;
Whatever you do, don't let a barracks area overlap any of your wells. Military dwarves can and will fall in if they're sparring next to it. Ah well, I didn't want that full set of bismuth bronze armor anyway.  -- [[User:Vanst|Vanst]] 08:39, 26 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Grates and Buckets ==&lt;br /&gt;
&lt;br /&gt;
Buckets don't pass through grates, in the well construct. That means a well with a grate halfway will become dry. I had 2/7 water above the grate (and 5 levels of 7/7 water under it), but it was not enough. [[User:Wlievens|Wlievens]] 07:24, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== flood? ==&lt;br /&gt;
&lt;br /&gt;
I have a &amp;lt;s&amp;gt;lake&amp;lt;/s&amp;gt; murky pool outside(reaching down one more z level). On the same level i want to construct a well inside. can i just build a channel, thus tap the lake on the lower z level and then build a well on top of the end of the channel? or do i need one more level free space? If i can, will the water flood my outpost or will it stop on floor level? would it help if i tapped the lake one more level down? --[[User:Koltom|Koltom]] 17:12, 8 February 2008 (EST)&lt;br /&gt;
:So long as the well is at or above the level of the pond you will have no problem. --[[User:Ikkonoishi|Ikkonoishi]] 23:11, 11 February 2008 (EST)&lt;br /&gt;
:: It worked fine. Now however the murky pool is dry, so i built a new one tapping the river. ;) --[[User:Koltom|Koltom]] 13:53, 22 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Using Buckets? ==&lt;br /&gt;
I'm having a hard time getting my dwarfs to use their new well. I...&lt;br /&gt;
* Dug a Channel with water beneath it.&lt;br /&gt;
* Designated a drinking zone beside it.&lt;br /&gt;
** The dwarfs now drink from the channel.&lt;br /&gt;
** Loo{{k|k}}ing at the space they're drinking from says Open Space&lt;br /&gt;
* Created Blocks, Bucket, Rope&lt;br /&gt;
* {{k|b}}uild we{{k|l}}l over the water beside the drinking designation.&lt;br /&gt;
&lt;br /&gt;
Now what happened was I got a massive flood of messages saying something like &amp;quot;XXX Cancelled Drinking: No Bucket at well&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
So I went and built another Bucket, and now I have 2 buckets sitting in my finished goods stockpile, and nobody who's willing to drink from the well.  How do I instruct the lazy dwarves to go and get the bucket and use it with the well? &lt;br /&gt;
&lt;br /&gt;
[[User:Zeidrich|Zeidrich]] 15:15, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Why do you need them to use the well? As far as I know, the only time having a well is useful is when the injured need water. Even then, I strongly suspect that people can just drink from the river. --[[User:Shadow archmagi|Shadow archmagi]] 16:02, 29 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Well, I want them to use a well because I built it!  It looks prettier than drinking out of the stream.  I'm pretty sure they get bad thoughts when they drink directly out of the stream.  In this particular circumstance I was short on brewable supplies and I had a bunch of thirsty dwarves.  Regardless of whether or not I should necessarily be using a well, I would like know ''how'' to use it.-- [[User:Zeidrich|Zeidrich]] 18:37, 29 February 2008 (EST)&lt;br /&gt;
:::Well, I believe that the well is *'''built'''* with a bucket, since you require one for construction. If it's really not there for whatever reason, then you may want to rebuild the well(and make sure that furniture hauling orders are ON), and if that doesn't fix it, then i think this is a bug and should be reported to the Toady One, along with the save. --[[User:Digger|Digger]] 05:22, 1 March 2008 (EST)&lt;br /&gt;
::::Yes, the bucket for 'normal' drinking is built into the well. U only need extra buckets to fill a pond or give water to a resting dwarf. Check with the q-menu if the well is even finished.--[[User:Koltom|Koltom]] 12:27, 1 March 2008 (EST)&lt;br /&gt;
:::::Nope, not a bug.  I figured out what it was.  Apparantly my architect was far too busy tilling soil and hauling rocks to go and gather the rope and the bucket and connect them to the well.  So while I had all of the materials, and the well looked complete, it was actually waiting for construction.  I think I was just confused by the message as my dwarves were trying to drink from it before it was ready.  [[User:Zeidrich|Zeidrich]] 11:54, 3 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Another Fair Warning ==&lt;br /&gt;
Dwarves don't even need to spar to fall into wells, they will generally not avoid walking over a well tile. This will result in the warning &amp;quot;X cancels...dangerous terrain&amp;quot; followed by dropping in anyway. The last bloody fool who dropped in seems to have been gobbling away at his food while walking, down the shaft among his gear i found 1 dwarven sugar roast. I mean, i know my sugar roast is delicious, but can you please sit down first like any goodmannered dwarf? How will I ever clean up that bloody mess you left in our water supply? --[[User:Koltom|Koltom]] 22:24, 13 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 1x1 Well ==&lt;br /&gt;
Does anyone have a good plan for digging a deep, unconnected 1x1 well?  I'm currently thinking about trying something like this design, side view:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _W_ &lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
  | |     &amp;lt;-- Empty space between water and well&lt;br /&gt;
 |   |    &amp;lt;-- Opening room&lt;br /&gt;
 |~~~|    &amp;lt;-- Water down here&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It would be built like below, with a level pulled to knockout the support.  Would the center collapse leaving a nice shaft?&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  _ _ &lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
  |r|     &amp;lt;-- Ramp down&lt;br /&gt;
 | X |    &amp;lt;-- stairwelldown&lt;br /&gt;
 | S |    &amp;lt;-- Support.  Water will be down here, but starts out dry?&lt;br /&gt;
  ---&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:49, 20 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15793</id>
		<title>40d Talk:Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Traffic&amp;diff=15793"/>
		<updated>2008-03-20T16:38:50Z</updated>

		<summary type="html">&lt;p&gt;Tulthix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;u&amp;gt;&amp;quot;Also route them around food stockpiles, as food can get trampled, and if it happens to be a masterwork cooked dish, expect an insane cook.&amp;quot;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Is this true?  Did this change in the new version?  Has anyone actually experienced such damage, unequivocally caused by traffic?&lt;br /&gt;
&lt;br /&gt;
I remember some discussion of this long ago with the old version, but it turned out not to be damage due to traffic.  (I think it was temperature?)  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 00:54, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It was a temperature effect, according to Toady. I don't think this has changed. --[[User:Peristarkawan|Peristarkawan]] 02:20, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Going to remove it from the main page then, as I've never experienced trampling of things in stockpiles either. -[[User:twincannon|twincannon]]&lt;br /&gt;
&lt;br /&gt;
Has anyone experienced an increase or decrease in FPS when traffic zones are used heavily? I was just wondering if this helps or hurts pathfinding algorithms and how it affects game speed. [[User:Schm0|Schm0]] 06:14, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I think there should be some mentions of what traffic controls, and workarounds for common problems here.  For example, Traffic designations don't work for me to prevent a dwarf from standing on the wrong side of a moat while he's channeling.  My current work around for this is to place a wall where I don't want him to stand, then suspend it.  Then I remove the suspended wall once the channel is dug.  Also, another confusing point is that traffic restriction apparently has little/no impact on job ordering.  For example, say you are constructing concentric moats, and you'd like your dwarves to start on the inner moat first, then, when thats done, work on the next outer moat.  Traffic restrictions will not force them to dig the inner channel first.  I don't currently have a workaround for this style of problem; the wall thing doesn't seem to work for it.&lt;br /&gt;
[[User:Tulthix|Tulthix]] 12:38, 20 March 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Tulthix</name></author>
	</entry>
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