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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-06T22:14:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cabinet&amp;diff=134113</id>
		<title>v0.31 Talk:Cabinet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cabinet&amp;diff=134113"/>
		<updated>2010-12-28T00:51:58Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Created page with 'Can cabinets be moved through? I'm having trouble remembering which bits of furniture block passage and which ones don't.--~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can cabinets be moved through? I'm having trouble remembering which bits of furniture block passage and which ones don't.--[[User:Twilightdusk|Twilightdusk]] 00:51, 28 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blizzard_man&amp;diff=134104</id>
		<title>v0.31 Talk:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blizzard_man&amp;diff=134104"/>
		<updated>2010-12-27T21:34:49Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Sieges?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Sieges? ==&lt;br /&gt;
&lt;br /&gt;
I'm in the autumn of my third year, and just got a Goblin siege (fourth one so far), I checked the units list and was shocked to see six Blizzard Men listed among the invaders. Is it normal for Goblins to bring those along?--[[User:Twilightdusk|Twilightdusk]] 21:34, 27 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterfall&amp;diff=133474</id>
		<title>v0.31 Talk:Waterfall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Waterfall&amp;diff=133474"/>
		<updated>2010-12-14T22:07:55Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Waterfall vs. falling water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Water shooting ==&lt;br /&gt;
&lt;br /&gt;
Do the current fluid dynamics allow pressurized water to shoot off cliffs rather than just falling down?&lt;br /&gt;
Also, does this apply to magma? --[[User:Waladil|Waladil]] 00:04, 26 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Building Waterfalls ==&lt;br /&gt;
&lt;br /&gt;
May be worth mentioning that if the area where the water drains out is 7/7 water, it will start to flood the area above. Flooding the meeting hall is Fun...&lt;br /&gt;
&lt;br /&gt;
== Waterfall vs. falling water ==&lt;br /&gt;
The article needs to make some sort of distinction between actual waterfalls and water that happens to be falling a few z-levels. --[[Special:Contributions/95.96.202.192|95.96.202.192]] 02:52, 13 September 2010 (UTC)&lt;br /&gt;
:What distinction would there be? --[[User:Twilightdusk|Twilightdusk]] 22:07, 14 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=133258</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=133258"/>
		<updated>2010-12-08T03:52:51Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Moved key above the first set of designs for clarity.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 {{L|Wood|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture|Architecture}}&lt;br /&gt;
# {{L|Carpenter|Carpenter}}&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via water {{L|flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood|wood}} and generates 90 net power, which can be used for operating a {{L|Screw pump|pump}} or {{L|mill}}. You can use {{L|axle|axles}} and {{L|Gear assembly|gears}} to access the power produced by a water wheel, or connect machinery like a {{L|Screw pump|pump}} or {{L|millstone}} directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The {{L|Building_designer|architecture}} and {{L|Carpenter|carpentry}} labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this the water wheel must be attached to a nearby machine component on either side of its center tile.  Do not hang it from a gear assembly you wish to control with a switch, a disconnected gear assembly can't support anything and will cause the waterwheel to deconstruct.&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} is generated from a water wheel as long as it has {{L|flow|flowing}} water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river|river}} or {{L|brook|brook}}. With a {{L|brook}} you must first channel through the surface since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ 0''' = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle E/W'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt;║&amp;lt;/font&amp;gt;    = '''Axle N/S'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#00FF00&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;&amp;lt;font face=&amp;quot;Arial&amp;quot; color=&amp;quot;#008000&amp;quot;&amp;gt;X&amp;lt;/font&amp;gt;   = '''Pump from west'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
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This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... &lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
!    &lt;br /&gt;
!'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
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|{{RT|≈|3:0:1}}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.    Note that for the upper level, no southern walls are shown as none are needed.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dorf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor with floor hatches.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
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'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&lt;br /&gt;
&lt;br /&gt;
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=132816</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=132816"/>
		<updated>2010-12-02T02:50:48Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
: I find it hilarious that your soapmaker bled to death as you were taking the video. --[[User:Twilightdusk|Twilightdusk]] 02:50, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it may be worth noting that the dwarf that is using the archery target does not appear to be active duty at the time he is shooting. It certainly doesn't show an archer dwarf on his unit list. --[[User:Railick|Railick]] 17:19, 21 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The archery targets are supposedly fixed now. I just have one question: how do you make any?! Pulling up the job manager, I get nothing when I type either &amp;quot;archery&amp;quot; or &amp;quot;target&amp;quot;. This is doubly puzzling because I've made them before and--yes--I have the latest version. I should note that I'm on DFG, Mayday's DF (wherein, again, I've made targets before). Is it just the fact that I just woke up, or did they get nerfed in DFG?&amp;lt;/s&amp;gt;&lt;br /&gt;
:Definitely the fact that I just woke up; they're built on-site with raw resources such as walls and floors, via {{Key|b}}&amp;gt;{{Key|A}}. --[[User:Bronzebeard|Bronzebeard]] 18:48, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what exactly do &amp;quot;{{k|i}}ndiv eq&amp;quot; and s{{k|q}}uad Eq do?  Did they replace individual training and group training? --[[User:KaelemGaen|KaelemGaen]] 11:29, 28 July 2010 (UTC)&lt;br /&gt;
:Those settings refer to '''eq'''uipment storage and not training --[[User:Harmonica|Harmonica]] 08:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article reads Currently Functional but does not mention quiver ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves need a quiver to train at archery targets? The main article says that archery targets are functional but does not mention quivers.&lt;br /&gt;
:I don't know, I always make or buy some. I do know that I've had the best luck leaving the squad as &amp;quot;inactive&amp;quot;, instead of training.  Then the individual dwarfs will practice on their own.  Also, for some reason they level in the marksdwarfs skill a lot faster than the archery skill (accomplished vs skilled).--[[User:Kwieland|Kwieland]] 14:40, 23 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=132814</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=132814"/>
		<updated>2010-12-02T02:03:47Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Goblin just escaped from a hauled cage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pitting hostiles from cages, bug? ==&lt;br /&gt;
&lt;br /&gt;
Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
&lt;br /&gt;
::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
&lt;br /&gt;
== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
&lt;br /&gt;
The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
&lt;br /&gt;
This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;br /&gt;
:: I've heard that thieves can escape from the cages, was it a Goblin Thief? --[[User:Twilightdusk|Twilightdusk]] 02:03, 2 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=132813</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=132813"/>
		<updated>2010-12-02T02:02:04Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* What to do with caged goblins by nickbii */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;br /&gt;
:That always happens when trying to release a [[vermin]] from a cage - rather than let them roam around, dwarves will insist that they be placed inside an animal trap. --[[User:Quietust|Quietust]] 17:48, 17 May 2010 (UTC)&lt;br /&gt;
::I had the same problem. One way that I emptied the cages was by designating a pit and having them thrown in it. The dwarfs were fine with that.--[[User:Kwieland|Kwieland]] 16:32, 19 May 2010 (UTC)&lt;br /&gt;
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==Animals dying==&lt;br /&gt;
&lt;br /&gt;
I have a fairly old fortress - going on 14 years.  With military bugged, my current defense is a lot of traps.  The trap caught animals.  I didn't realize it, but animals do die after a while in cages.  They never eat, but I have had several deer, groundhog, (other animals) corpse show up in my cage trap pile.  Dwarfs have no problem taking the ''whole cage'' to the butcher shop and butchering the animal that way.  Summary - 1. wild untamed animals in cages don't need to eat (dwarfs presumably do, though). 2. Animals have a lifespan, even wild ones.--[[User:Kwieland|Kwieland]] 04:41, 4 June 2010 (UTC)&lt;br /&gt;
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==Infinite Air in Cages==&lt;br /&gt;
&lt;br /&gt;
I've captured an entire goblin ambush and decided to drown them, but after setting up their cages and then flooding the room they don't die... --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 12:53, 17 June 2010 (UTC)&lt;br /&gt;
:Yeah, you'd have to link the cages to a single lever and open it after the room is flooded (or while it's flooding for a little more excitement).  Makes for a safe and effective drowning chamber. Any of the cages left unopened will keep their captives alive. --[[User:MisterB777|MisterB777]] 16:42, 17 June 2010 (UTC)&lt;br /&gt;
::That is what I had ended up doing... would have been more convenient to have them drown in the cages, (My mechanics hate me for it thou) --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 20:00, 17 June 2010 (UTC)&lt;br /&gt;
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== Pitting hostiles from cages, bug? ==&lt;br /&gt;
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Something somewhat weird happened to me. I was pitting goblins from an execution tower to their deaths, when a goblin thief somehow managed to get away after being removed from his cage. So he ran for freedom. Between him and freedom was a row of cage traps, so he got trapped again. One of my haulers went to the cage, removed the goblin thief from the cage and hauled him ~30 spaces and threw him of the tower. The goblin just followed him. The empty cage was taken to an animal stockpile. &lt;br /&gt;
&lt;br /&gt;
I'm guessing this is some kind of bug, as the thief should try to get away when he's hauled. Or am I missing something? /[[User:Josj|Josj]] 13:20, 17 July 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== What to do with caged goblins by nickbii==&lt;br /&gt;
1) d-b-c the cages. by default the Gobboes clothes are forbidden so your dorfs can't strip them naked, this unforbids.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Create a zone with i, make it a garbage dump.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) d-b-d the cages. This tells your dorfs to take anything in the cages to your garbage dump. If you've you've done everything right a bunch of Dump Item jobs will appear in (j)obs menu.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Build the cages with b-j. You can't hook up levers to unbuilt cages so this step is necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Build a lever. It can be built anywhere. I usually put it just outside the Death Chamber, so the puller doesn't have to be physically in the room, and still be close to the cages,&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Connect the lever to each cage with a-j.&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Move your troops to the room and lock them in.&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Pull the lever.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reassigning the gobboes from the cages would get them out, but has the disadvantage that a civilian would have to walk up to the cage and open it.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The process is actually quite simple when you've done it a few times. When you get good at it you can do really cool stuff like only dump the gobboes weapons from the stocks screen. This leaves them in their armor, so your guys take longer (and get more experience) killing them.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=52208.msg1435675#msg1435675 message](copy-pasted for everyone to find by --[[User:TomiTapio|TomiTapio]] 16:47, 27 July 2010 (UTC))&amp;lt;br /&amp;gt;&lt;br /&gt;
:Step 1 is presumably new to version 0.31, since it definitely wasn't necessary in 40d and earlier. Also, for step 3 you must also individually un-dump the cages after using d-b-d or the cages themselves will also be tossed in the garbage dump, something you might not want to do. --[[User:Quietust|Quietust]] 16:50, 27 July 2010 (UTC)&lt;br /&gt;
:: Instead of the levers, you could do the following steps for releasing goblins for your soldiers.&lt;br /&gt;
::1) order the squad you want to train into the room.&amp;lt;br /&amp;gt;&lt;br /&gt;
::2) lock the door&amp;lt;br /&amp;gt;&lt;br /&gt;
::3) disband the squad (making the dwarves non-military)&amp;lt;br /&amp;gt;&lt;br /&gt;
::4) un-assign the goblins from their cages. Your now civilian dwarves, having nothing else to do in the locked room, will open the cages&amp;lt;br /&amp;gt;&lt;br /&gt;
::5) re-establish the squad&amp;lt;br /&amp;gt;&lt;br /&gt;
::It's a bit roundabout, but it saves the hassle of levers and mechanisms.--[[User:Twilightdusk|Twilightdusk]] 02:02, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zoo noise suggestion ==&lt;br /&gt;
It might be cool if the caged zoo animals and ogres made sleep-disturbing noises, like the workshops do. --[[User:TomiTapio|TomiTapio]] 14:37, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling caged creatures ==&lt;br /&gt;
&lt;br /&gt;
I had a pretty good collection of Draltha and Cave Crocodiles in cages, so I decided to try to trade some of them.  Bad idea.  The dwarves seem to think that you just want to trade the cages, not the animals inside them (unless I'm missing something).  In the end I lost more dwarves to those damn crocodiles then I did to the recent hydra invasion.&lt;br /&gt;
:i'm having the same problem... When trying to sell the cage, the dwarves let the creature loose (imagine a Beak Dog running free inside my fortress...) and haul the cage to the Trade Depot. I think its a bug, because when setting &amp;quot;zoo cage&amp;quot;, i have to guess which cage contain which creature, since the cage window shows only material names, not the creature inside (nickel cage, instead of Beak Dog Cage, for instance). -- gervas&lt;br /&gt;
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::When placing a cage, pressing 'x' (Expand/Contract) will list all the cages you have, allowing you select a goblin iron cage instead of an empty one. --[[User:Xigy|Xigy]]&lt;br /&gt;
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== Message: Something has emptied a cage! ==&lt;br /&gt;
I just had a troglodyte freed from its cage.  The released troglodyte had been trapped for at least a year and had not been moved to a stockpile due to being in a section of the fortress that had been sealed due to a gremlin infestation.  Has anyone else seen this behavior?  Would say a goblin free a cave crocodile?  Could a creature be freed from an animal stockpile?&lt;br /&gt;
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The troglodyte in question was one of six.  Four were trapped and two have been hanging around the cages.  Three cages remain intact, suggesting that this isn't just the result of a timer.&lt;br /&gt;
&lt;br /&gt;
:As I understand, opening cages is one of the kinds of mischief that gremlins enjoy. --[[User:Neil|Neil]] 10:30, 8 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin just escaped from a hauled cage ==&lt;br /&gt;
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This might be worth noting. I just defended my fortress from a goblin siege with cage traps. after they were all captured, I had my dwarves haul the cages to the animal stockpile and as that was being done, one of the goblins escaped from the cage. These cages were being hauled to a stockpile, so I know I didn't accidentally unassign it from its cage, and I didn't mark any of its equipment or anything for dumping or anything of the sort. Luckily he escaped right in front of my barracks and was beaten to death by my fledgling military with training weapons. But its either a bug or intended that he escaped.--[[Special:Contributions/96.248.39.87|96.248.39.87]] 23:27, 1 December 2010 (UTC)&lt;br /&gt;
:This sort of behavior has been known to occur in the past when ordering a cage to be '''brought to the trade depot''' - are you sure this isn't what happened here? --[[User:Quietust|Quietust]] 00:54, 2 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=132798</id>
		<title>v0.31:Hauling</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Hauling&amp;diff=132798"/>
		<updated>2010-12-01T23:01:53Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Hauling''' is the process of bringing an object to its designated place.  There are several specific types of hauling, based on the type of item(s) to be hauled and determined by designating the specific {{L|labor}}s on indivual dwarves.  &lt;br /&gt;
&lt;br /&gt;
Although not a term found in-game, '''hauler''' generally refers to a dwarf in {{L|fortress mode}} who has no labors enabled other than '''hauling'''. Once the {{L|dwarven economy}} starts, haulers are usually the poorest in the fortress as the hauling task only pays 1☼ per task completed. In large fortresses where there may be great distances for haulers to travel, individual hauling tasks may take a long time to complete, and so very little money is earned. Haulers are good candidates for {{L|cross-training}} to help improve their strength and agility {{L|attributes}}, which are important attributes for moving heavy objects across a fortress quickly.&lt;br /&gt;
&lt;br /&gt;
Many larger fortresses use dedicated dwarves to do much of the hauling so that other, more specialized dwarves will spend more time in their {{L|workshop}}s and less time dragging raw materials or finished products to the appropriate '''{{L|stockpile}}'''.&lt;br /&gt;
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&lt;br /&gt;
== Automatic hauling ==&lt;br /&gt;
Some hauling tasks do not require any hauling {{L|labor}}:&lt;br /&gt;
* A dwarf working at a workshop will gather the raw materials needed to produce wanted goods. However, produced goods require the appropriate hauling {{L|labor}} to be moved out of the workshop in order to avoid {{L|clutter}}.  Dwarves producing goods at a workshop tend to keep producing them and will not necessarily clear their own workshops of clutter even when they have the appropriate hauling labor enabled.&lt;br /&gt;
* All dwarves, including {{L|noble}}s and {{L|children}} (but not {{L|soldier}}s) will bring goods to the {{L|Trade depot|depot}}.&lt;br /&gt;
* A {{L|mood|moody}} dwarf will gather the raw materials needed for a mysterious construction.&lt;br /&gt;
* A dwarf {{k|b}}uilding something will move the needed materials to the construction site.&lt;br /&gt;
** Before a dwarf will build something, he will need to have the appropriate labor as specified by the task. If the dwarf is building a chair or similar, the dwarf needs Furniture Hauling; if the dwarf is building a wooden wall, it's Carpentry, and so forth. Workshops are usually constructed by any dwarf that can work in that workshop.&lt;br /&gt;
* An {{L|herbalist}} will haul any successfully-gathered plant to a stockpile immediately, if there is space available in one.&lt;br /&gt;
* Dwarves in the midst of eating will carry their meal to a table. Military dwarves, however, will eat directly off of the floor.&lt;br /&gt;
* Dwarves who have just finished drinking booze will return their barrel to the nearest food stockpile.&lt;br /&gt;
* Removing constructed objects will be done by all dwarves.&lt;br /&gt;
* Filling pits and ponds will be done by all dwarves.&lt;br /&gt;
* If you have the &amp;quot;All dwarves harvest&amp;quot; option turned on, all dwarves will help bring in the harvest, even if they don't have Food Hauling enabled.&lt;br /&gt;
&lt;br /&gt;
== Stone hauling ==&lt;br /&gt;
Dwarves with the stone hauling {{L|labor}} enabled will haul {{L|stone}}s, {{L|ore}}s, {{L|gem}}s and stone {{L|block}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
Note: Dwarves, being the kind fellows they are, practically insist on hauling one of the farthest stones into your stockpiles. They tend to ignore eligible, nearby stones 'for the greater good of the fortress'. This selfless act often results in terribly long journeys, carrying just one stone. See the section on {{L|Stone management}} for tips on combatting this problem.&lt;br /&gt;
&lt;br /&gt;
== Wood hauling ==&lt;br /&gt;
Dwarves with the wood hauling {{L|labor}} enabled will haul wood {{L|log}}s to the corresponding {{L|stockpile}}s. &amp;lt;s&amp;gt;Deforestation&amp;lt;/s&amp;gt;Wood production can be sped up a lot by turning off wood hauling on your most skilled {{L|woodcutter}} who will focus exclusively on cutting down trees. This will however expose more of your dwarves as many wood haulers will go outside to retrieve the logs.&lt;br /&gt;
&lt;br /&gt;
== Item hauling ==&lt;br /&gt;
Dwarves with the item hauling {{L|labor}} will haul miscellaneous items like blocks and collect {{L|sand}} for a {{L|glass furnace}}. Finished goods (such as crafted goods) are also considered Items.&lt;br /&gt;
&lt;br /&gt;
== Food hauling ==&lt;br /&gt;
Dwarves with the food hauling {{L|labor}} will haul food and drinks to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Refuse hauling ==&lt;br /&gt;
Dwarves with the refuse hauling [[labor]] will haul rotting food, and non-dwarf bodyparts to refuse [[stockpile]]s. They will also [[dump]] marked items to the appropriate [[activity zone]]. Refuse hauling are subject to refuse orders (''{{k|o}}: Set Orders and Options -&amp;gt; {{k|r}}: Refuse Orders'').&lt;br /&gt;
&lt;br /&gt;
== Burial ==&lt;br /&gt;
Dwarves with the Burial {{L|labor}} will haul dwarf and pet {{L|corpse}}s and bodyparts to {{L|Graveyard}} {{L|stockpile}}s or {{L|coffin}}s.&lt;br /&gt;
&lt;br /&gt;
== Furniture hauling ==&lt;br /&gt;
Dwarves with the furniture hauling {{L|labor}} will haul {{L|furniture}} to the appropriate {{L|stockpile}}s. They will also '''{{k|b}}uild''' simple furniture items ({{L|bed}}s, {{L|chair}}s, {{L|table}}s, etc.).&lt;br /&gt;
&lt;br /&gt;
== Animal hauling ==&lt;br /&gt;
Dwarves with the animal hauling {{L|labor}} will haul {{L|animal trap}}s and occupied {{L|cage}}s to the appropriate {{L|stockpile}}s.&lt;br /&gt;
&lt;br /&gt;
== Tips and issues ==&lt;br /&gt;
In order to minimize hauling trips, stockpiles should be placed with care.&lt;br /&gt;
* Input and ouput stockpiles should be placed near corresponding {{L|workshop}}s.&lt;br /&gt;
* Spoils of war: dwarves may haul entire bins full of items, or items individually. However, they are not smart enough to bin items in order to carry them, so this may end in numerous needless trips from deceased enemies to your fortress, each dwarf carrying one item at a time. To counter this:&lt;br /&gt;
** Place a small {{L|bin}} stockpile and a general purpose stockpile near the battlefield.&lt;br /&gt;
** When every spoil has been binned, remove the stockpiles, mark the filled bins for dumping, deactivate your usual garbage zone and create a new one in your fortress.&lt;br /&gt;
** When everything has been moved, reclaim your dumped items and restore your garbage zones as usual.&lt;br /&gt;
* Construction preparation: when constructing something big away from your fort (e.g. a road), the dwarf assigned to the construction (or {{L|building designer|architecture}}) will have to carry each item from your fort to the construction location, which can take a long time. By putting stockpiles near your construction project, many dwarves may participate in the hauling, thus dramatically increasing construction speed.  Note that materials are allocated at the time of building, so be sure the stockpile is filled before placing the construction order, otherwise the materials will still have to come from afar.&lt;br /&gt;
*Consider specializing your haulers if possible - food haulers that orbit around the kitchen/dining room/farm area, stone haulers that orbit around the mines and furnaces, and (if possible/needed) wood haulers that do likewise with the carpenter shop.  Turn off refuse hauling if that dwarf isn't going to be near areas likely to have refuse.  This keeps the mine hauler from deciding to walk aaaallll the way over to the kitchens for one load, and then out to the forest for one, and then back to the smelters, and so on.&lt;br /&gt;
*Furthermore, you can handpick your specialized hauler, selecting them by their attributes. A wood hauler might be chosen because of his agility, since he might have to walk a lot of tiles to reach the forest, depending on the fortress and map layout. A stone hauler, on the other hand, might be chosen because of his strength so that he can pick up and carry heavy stones (such as {{L|gold}} and {{L|platinum}}) more quickly.&lt;br /&gt;
*The {{L|Grower}} profession can have a ''huge'' impact on hauling - see {{L|farming}} for a discussion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backlogs ===&lt;br /&gt;
To ensure that high-priority hauling tasks (like food, to clean up after get done quickly, you should employ a large number of haulers, and specialize them by having only one or two hauling {{L|labor}}s enabled.  This is most important for food hauling, where {{L|prepared meal}}s in the {{L|kitchen}} often rot while your dwarves are hauling individual seeds left behind after someone eats a plump helmet, or if your hunters bring a herd of animals in for your {{L|butcher}}s all at once.&lt;br /&gt;
&lt;br /&gt;
The backlog problem is exacerbated by the fact that the hauling {{L|job}} queue is tied to how many haulers of each type you have; if 100 dwarves have food hauling enabled, up to 100 food hauling tasks can be in the queue, even if those dwarves are busy hauling stone, doing workshop tasks, sleeping, or doing anything else.{{verify}}  This is why hauling specialization is so important.&lt;br /&gt;
&lt;br /&gt;
=== Two stockpiles are better than one ===&lt;br /&gt;
&lt;br /&gt;
For stockpiles that use {{L|bin}}s or {{L|barrel}}s, it is usually better to cut one large stockpile into a handful of smaller ones.  This is because dwarves will only load one bin or barrel at a time, and may go idle for long periods while they wait for the next-chosen bin or barrel to actually get hauled to the stockpile before they can load it.  By using several smaller stockpiles, haulers can retrieve and fill multiple bins or barrels simultaneously.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=132596</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=132596"/>
		<updated>2010-11-29T02:20:53Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Material effectiveness? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A lot of tests should be put here&lt;br /&gt;
http://df.magmawiki.com/index.php/User:Thijser/Test so that we can gather as many results as passble. Maybe someone could put this on the basic page aswell. &lt;br /&gt;
== Weight of the weapon ==&lt;br /&gt;
{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Table of weapons? ==&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
: There's a minor bug, wooden training axes can be used to cut down trees. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== MOODS &amp;amp; FOREIGN WEAPONS ===&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blowgun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
: I have seen this too: my strange mood weaponsmith made an iron scourge. I've reworded the opening sentence to reflect this reality. [[User:Timbojones|Timbojones]] 00:22, 29 August 2010 (UTC)&lt;br /&gt;
::Did the dwarf had a certain affinity for blowguns or was he a blowgunner?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:09, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Wooden Weapons? ===&lt;br /&gt;
Each time I get elven traders, they have wooden weapons and armour for sale. e.g wooden long swords and wooden breast plates.&lt;br /&gt;
It doesn't say that they are training weapons either. But in the wiki here, it says that you can't get wooden weapons.&lt;br /&gt;
[[Special:Contributions/219.89.205.8|219.89.205.8]] 05:45, 5 September 2010 (UTC)&lt;br /&gt;
:If you read the notice on the Foreign Weapons section, you would know that those &amp;quot;allowed materials&amp;quot; are actually useless for unmodded dwarf mode. Since I don't think this page is about modding, I'll remove the materials. --[[User:Dree12|Dree12]] 16:28, 5 September 2010 (UTC)&lt;br /&gt;
::Wait, what?  I've traded for wooden swords et al. from the Elves.  Are you saying my dwarves can't use them in melee?  If that's true, please include it in this wiki page. I presume they're usable in weapon traps?  Please clarify.  -- [[User:Maunder|Maunder]] 05:28, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Can Dwarves Use These? ===&lt;br /&gt;
I noticed that the 2010 version has no notes about dwarves not being able to use things like pikes, mauls, two-handed swords, and great axes. Has this changed since 40D? I get a lot of pikedwarfs. [[User:Aussiemon|Aussiemon]] 16:13, 11 September 2010 (UTC)&lt;br /&gt;
: I think they can use pikes and other large weapons if you decrease the weapon's required-user-size. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ranged Foreign Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Poison on ammunition/weapons ===&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just View them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
=== Immigrant skills ===&lt;br /&gt;
I've had immigrant dwarves with skills to use bows and blowguns.  So I gave them appropriate weapons I traded or fought for.  But I can't make nor trade for the ammunition?  What?  This should be considered a bug.  Either let us make arrows/darts, or don't give dwarves the skills.  -- [[User:Maunder|Maunder]] 05:38, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== One-handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two-handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Maces vs. Hammers ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernible by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The raws for the two weapons are as follows&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
[NAME:war hammer:war hammers]&lt;br /&gt;
[SIZE:400]&lt;br /&gt;
[SKILL:HAMMER]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
[NAME:mace:maces]&lt;br /&gt;
[SIZE:800]&lt;br /&gt;
[SKILL:MACE]&lt;br /&gt;
[TWO_HANDED:37500]&lt;br /&gt;
[MINIMUM_SIZE:32500]&lt;br /&gt;
[MATERIAL_SIZE:3]&lt;br /&gt;
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]&amp;lt;/code&amp;gt;&lt;br /&gt;
:I remember hearing that the only difference in the initial DF2010 release was the smaller contact area of the warhammer, but it appears that the size of the mace has increased since then. Now, the mace has twice the size (and therefore, mass and weight) as well as contact area of a warhammer. The mace is heavier, and may slow your troops down slightly more, but it should deliver the same force per square inch (or whatever unit you wish to use), and do it over a larger area, which I 'think' would make it more deadly. I'm not an expert on Dwarf Fortress combat, so if you want more detail or more reliable answers you could check out the forums. [[User:Monkeyfetus|Monkeyfetus]] 21:52, 27 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just tested them in 0.31.12 in the arena by a mass melee of 18 macedwarves vs. 18 hammerdwarves, all of them decked out in bronze armor with an iron mace/warhammer, and each at &amp;quot;skilled&amp;quot; level in all basic (non-weapon-specific) combat skills along with &amp;quot;skilled&amp;quot; the appropriate weapon skill (mace/hammer). It ended with 12 hammerdwarves still standing and all macedwarves dead, and in a second test with 13 hammerdwarves still standing.&lt;br /&gt;
:I went on to test similar setups (regarding armor, skill setup, and iron weapons) with the other weapons. Swords and axes were close with swords being perhaps slightly better, with spears, maces, and hammers doing better than either of those. Spears seemed like a bit of a wild card; mostly they would overwhelmingly lose against maces or hammers, but sometimes they would just about break even (once with 20vs20 spears vs hammers, only 2 hammerdwarves survived). So, from my testing, it seems to me that against armored opponents, the progression is something like: axes&amp;gt;swords&amp;gt;&amp;gt;&amp;gt;spears&amp;gt;&amp;gt;maces&amp;gt;&amp;gt;hammers. I did a quick unarmored test out of curiosity with swords vs hammers (I did give them shields, though), and it's perhaps no surprise that the swordsdwarves won pretty overwhelmingly in that case two times in a row (11 and 13 surviving, respectively). I ran 4 unarmored hammer vs. mace battles, and hammers won 3 out of 4 of those with around half surviving, with the fourth battle being barely won by maces. So without armor, hammers still seem to be the better weapon of the two, if not by as much. Then again, the RNG might have just been throwing me some crazy results the whole time. --[[User:Janus|Janus]] 19:20, 26 August 2010 (UTC)&lt;br /&gt;
:One can analyze the arena combat logs in a spreadsheet, by sorting the events (by &amp;quot;,in the bodypart&amp;quot; and &amp;quot;,through the X armor&amp;quot;) and counting successful and failing hits. Pretty easy to do 30 vs 30 test, the boring part is adding the armor to the dwarves. --[[User:TomiTapio|TomiTapio]] 22:57, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== We dont have wooden training hammers but... ==&lt;br /&gt;
&lt;br /&gt;
Can't we use ammoless wooden xbows as hammers?--[[Special:Contributions/190.231.136.138|190.231.136.138]] 23:13, 12 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dammit, that's brilliant!  Dunno why I never thought of that.  I don't think training weapons are necessary for sparring (sparring injuries are rare or absent in 0.31.12), but this trick could extend the time for hammerdwarves to beat unarmed goblins or whatever in live training.  [[User:Bognor|Bognor]] 10:38, 13 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Artifact Weapons ==&lt;br /&gt;
&lt;br /&gt;
How does a weapon made in a mood affect the weapons effectiveness? Does it at all? Also when weapons are named what difference does this make?&lt;br /&gt;
&lt;br /&gt;
== Columns Mean Whatnow? ==&lt;br /&gt;
The data in these tables is not useful to new players, and there is no discussion of how to interpret these tables. What is the tradeoff between a larger penetration and greater velocity? Why are some of the numbers in parentheses? --[[User:Romeofalling|Romeofalling]] 20:05, 1 October 2010 (UTC)&lt;br /&gt;
:You're right - the numbers aren't useful.  That's because we don't know what the formulae are.  Judging from the variables present, Toady seems to be trying to model the physics much more accurately than your average RPG;  if you're really interested in optimizing your combatants that much, digging out some university-level physics texts and running through the sections on elastic collisions and material deformation would be helpful.  The parentheses, at least, indicate that the value present in the raws is irrelevant - BLUNT attacks don't actually penetrate.&lt;br /&gt;
&lt;br /&gt;
:If you're just being confused by the big lists o' numbers, forget 'em and ask yourself if you want your dwarves to be waving around axes or spears or whatnot.  Then make lots of your choice. --[[User:DeMatt|DeMatt]] 01:16, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Actually, I'm trying to figure out if I should equip my Talented Lasher immigrant with the (+iron scourge+) and/or 3 (bronze whips) harvested from my first goblin ambush. I've also got 4 Knife Users - Talented, Professional, Adequate and Novice. No daggers yet, though. (You've already given valuable advice about the availability of arrows for my Novice Bowdwarf, DeMatt. Thanks for that.) Trying to get a sense of relative damage potential by the skill/weapon combos is....well, impossible, I guess, given that we don't have the formulae. Still, it's cool that dwarves can now wear goblin-forged armor. --[[User:Romeofalling|Romeofalling]] 02:07, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==obsidian==&lt;br /&gt;
still like steel?&lt;br /&gt;
&lt;br /&gt;
==ore/weapon==&lt;br /&gt;
battle axe evidently needs 4 wafers.  Short sword needs 3&lt;br /&gt;
&lt;br /&gt;
==Hammers==&lt;br /&gt;
Since blunt weapons damage is related to the weight of the weapon would it make sense to make War Hammers out of a heavy metal. like lead if that is possible.&lt;br /&gt;
&lt;br /&gt;
== Material effectiveness? ==&lt;br /&gt;
&lt;br /&gt;
I've seen mentions of the different materials having &amp;quot;Sheer&amp;quot; and &amp;quot;Density&amp;quot; qualities that make them good for slashing/piercing and bludgeoning attacks respectfully, but I haven't seen any explanation, or even a list of which materials are better than others for each category. Can someone help me here? --[[User:Twilightdusk|Twilightdusk]] 02:20, 29 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Smoothing&amp;diff=132545</id>
		<title>v0.31 Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Smoothing&amp;diff=132545"/>
		<updated>2010-11-28T06:18:07Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Using up stone? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rather curiously, if I designate a muddy tile for Smoothing but don't actually enable Stone Detailing on any dwarf, a random dwarf with Cleaning will come along and clear away the mud from the tile and any surrounding tiles. Somewhat interestingly, the old 2D version behaved the same way, though that one only cleared mud from the specific tile, not any of the surrounding tiles. --[[User:Quietust|Quietust]] 16:06, 21 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Using up stone? ==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if I designate someone to smooth a floor that has a stone resting on top of it, the stone is no longer there once the floor is smoothed, is the stone being used in the smoothing process?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=132487</id>
		<title>v0.31 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=132487"/>
		<updated>2010-11-27T03:35:18Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lever Triggering ==&lt;br /&gt;
&lt;br /&gt;
'' If a lever is used, then it could be near the traps so that whoever pulls it will be the one who receives the training''&lt;br /&gt;
&lt;br /&gt;
This...doesn't seem to be entirely accurate. The trap cannot be placed on the same space as the lever, and dwarves will stand on the lever to pull it. It can be difficult to place things to make sure that he'll be standing on a trap when the delay ends, and if you set it to repeat, then the dwarf will just stand on the lever and pull it over and over, 100% safe from the trap itself. Am I doing something wrong?--[[User:Twilightdusk|Twilightdusk]] 03:35, 27 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=132486</id>
		<title>v0.31 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Danger_room&amp;diff=132486"/>
		<updated>2010-11-27T03:35:10Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Lever Triggering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lever Triggering ==&lt;br /&gt;
&lt;br /&gt;
'' If a lever is used, then it could be near the traps so that whoever pulls it will be the one who receives the training''&lt;br /&gt;
&lt;br /&gt;
This...doesn't seem to be entirely accurate. The trap cannot be placed on the same space as the lever, and dwarves will stand on the lever to pull it. It can be difficult to place things to make sure that he'll be standing on a trap when the delay ends, and if you set it to repeat, then the dwarf will just stand on the lever and pull it over and over, 100% safe from the trap itself. Am I doing something wrong?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Calendar&amp;diff=132473</id>
		<title>v0.31 Talk:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Calendar&amp;diff=132473"/>
		<updated>2010-11-27T02:03:43Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* &amp;quot;Golden Age&amp;quot; &amp;quot;Twilight Age&amp;quot; &amp;quot;Age of Myth&amp;quot; what do these mean? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Stopping at years other than 1050 ==&lt;br /&gt;
I think that's a worldgen option now: the history of the world or something. Can someone edit the article to show this?&lt;br /&gt;
-[[User:SirAaronIII|SirAaronIII]] 19:46, 23 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Golden Age&amp;quot; &amp;quot;Twilight Age&amp;quot; &amp;quot;Age of Myth&amp;quot; what do these mean? ==&lt;br /&gt;
&lt;br /&gt;
I was searching for information on how the worldgen determines what &amp;quot;age&amp;quot; it is in the world, and my search came up with only this stub of a segment on this page stating that &amp;quot;the history of the world during world generation is divided into several different ages, depending on the condition of the world during that time.&amp;quot; Is there no further information about this? I really want to know how worldgen determines the various ages.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Age&amp;diff=132471</id>
		<title>v0.31 Talk:Age</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Age&amp;diff=132471"/>
		<updated>2010-11-27T01:46:19Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Dying of old age */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it worth it to mention the trivia that if you seek the age of a baby born on that day, it says &amp;quot;S/He was born today, which makes him/her very young indeed.&amp;quot;? -[[User:Yeti Yeti|Yeti Yeti]] 08:35, 1 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What is effect of age on dwarves? ==&lt;br /&gt;
Is it my imagination or fact that dvarves will lose some of attributes with age? I see in Runesmith that one of my dwarves have strength attribute constantly decreasing, point by point. I wonder what is the cause of it... [[User:Elfy|Elfy]] 17:50, 10 July 2010 (UTC)&lt;br /&gt;
:It's called skill/stat rust. Toady added it somewhere around last winter, but currently you can't train up stats again without military training. Age does not affect this, though. [[User:Urist McCheeseMaker|Urist McCheeseMaker]] 19:28, 10 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dying of old age ==&lt;br /&gt;
&lt;br /&gt;
One of my donkeys died of old age. Eventually I reloaded an old save where the donkey was alive, and much later it is still alive. Old age death mechanic = ?   --[[User:Peglegpenguin|Peglegpenguin]] 21:25, 12 August 2010 (UTC)&lt;br /&gt;
: Probably randomized, like, every month/year the game runs a function based on the creature's current age to determine if it dies of old age. As the creature grows older and older, the probability of this function killing the creature approaches 1, with it becoming 1 (100% chance) at the creature's max age.--[[User:Twilightdusk|Twilightdusk]] 01:46, 27 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Negative age? ==&lt;br /&gt;
&lt;br /&gt;
Got a migrant child just now who is &amp;quot;two years old, born on the 7th of Felsite, 1058&amp;quot;. Only problem is it's currently 18th Hematite, &amp;lt;b&amp;gt;1057&amp;lt;/b&amp;gt;. Will try to keep an eye on her to see whether she goes all Benjamin Buttons on me, or was just born to a different calendar or something.[[Special:Contributions/202.156.10.234|202.156.10.234]] 00:09, 30 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraver&amp;diff=132424</id>
		<title>v0.31 Talk:Engraver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Engraver&amp;diff=132424"/>
		<updated>2010-11-26T05:38:55Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm not sure how to source statements. I tried using the wikipedia template but that doesn't appear to work here. Anyway, here's the source for the 'experienced engravers engrave more history' bit: http://www.bay12forums.com/smf/index.php?topic=62614.msg1437677#msg1437677 [[User:Monkeyfetus|Monkeyfetus]] 08:41, 28 July 2010 (UTC)&lt;br /&gt;
:My legendary dwarf keeps making engravings about a human that tamed cheetahs in some forest. The world has like 500 years of history and he picks only that event.--[[Special:Contributions/201.253.246.220|201.253.246.220]] 03:07, 19 September 2010 (UTC)&lt;br /&gt;
:: I guess he's particularly fond of the tale of the human who tamed cheetahs.--[[User:Twilightdusk|Twilightdusk]] 05:38, 26 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bedroom&amp;diff=132392</id>
		<title>v0.31 Talk:Bedroom</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bedroom&amp;diff=132392"/>
		<updated>2010-11-25T21:02:32Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Stuff from 40d that needs to be confirmed in 2010 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stuff from 40d that needs to be confirmed in 2010==&lt;br /&gt;
*Do dwarves get all pissy from not having a chest in their room once the economy starts?&lt;br /&gt;
*There is currently a bug concerning who sleeps where. Until that is resolved, it is unlikely we will be able to complete the Who sleeps where section.&lt;br /&gt;
*Do nobles get angry if average dwarves have luxurious bedrooms? I'm not even sure if this was true in 40d...&lt;br /&gt;
*Do dwarves still get angry about noise?&lt;br /&gt;
--[[User:Mikaka|Mikaka]] 03:29, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: As the economy does not exist in this version, the first question is irrelevant --[[User:Twilightdusk|Twilightdusk]] 21:02, 25 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old information regarding bed ownership bug==&lt;br /&gt;
Didn't Toady say that the &amp;quot;Who will sleep where bug&amp;quot; is fixed? &lt;br /&gt;
&amp;quot;There were issues with people sleeping on the floor when they had rooms, or sleeping in the wrong beds, that should be fixed now (you might have to replace some beds in old forts though).&amp;quot; -Toady regarding 0.31.13.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/85.131.31.8|85.131.31.8]] 17:22, 25 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=132348</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=132348"/>
		<updated>2010-11-25T03:27:08Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Creature Safety */  Bauxite no longer the only magma safe rock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork|23:23, 22 May 2010 (UTC)}}&lt;br /&gt;
'''Magma''' is red-hot molten rock present in {{L|volcano}}es, as well as magma pools and magma pipes. It serves as an energy source, powering {{L|magma forge}}s, {{L|magma glass furnace}}s, {{L|magma kiln}}s, and {{L|magma smelter}}s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, {{L|fun|and has led to the death of many dwarfs, and many fortresses}}.&lt;br /&gt;
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Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
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'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
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==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
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* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
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* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
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* '''{{L|Eerie glowing pit|Hidden Fun Stuff}}''' also contains a very very very small amount of magma, enough for a smelter or two.&lt;br /&gt;
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Also, note that...&lt;br /&gt;
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* A '''{{L|volcano}}''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the {{L|location}} screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
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* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
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== Finding magma ==&lt;br /&gt;
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Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain {{L|utility}}, you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use {{L|exploratory mining}} to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
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While picking a starting location, the easiest place to look for magma is on or near a {{L|volcano}} (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
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Magma vents occur exclusively in world map tiles that are primarily {{L|igneous extrusive}}. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
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Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running {{L|water}}, or a {{L|mountain}} for minerals, or a healthy {{L|tree}} population, a layer of {{L|flux}} for {{L|steel}} production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
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Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
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If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
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You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the {{L|utilities}} like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
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The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
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== Using magma ==&lt;br /&gt;
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On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an {{L|obsidian}} &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
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[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
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The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
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The primary use for magma is to power {{L|magma smelter}}s, {{L|magma glass furnace}}s and {{L|magma forge}}s.  (There are other uses, including defense, {{L|obsidian}} production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
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This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
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To build underground, you will need to dig at least one tile of a {{L|channel}} down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use {{L|channel}}ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
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Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below). Unpressurized Magma is much slower than water from a river source, and can be stopped by any {{L|magma-safe}} {{L|floodgate}}, {{L|door}} or etc. with a {{L|bauxite}} mechanism. Take care however if you are using a {{L|screwpump}} to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
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Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
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=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce {{L|obsidian}}, a stone which has a base value of 3 (compare with 1 for normal {{L|stone}} and 2 for {{L|flux}} stones), and which can be used to make swords at a {{L|Craftsdwarf's Workshop}}. &lt;br /&gt;
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See {{L|Obsidian farming}}.&lt;br /&gt;
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=== Creature Safety ===&lt;br /&gt;
{{L|volcano|Volcanoes}} do not house nice things. {{L|Fire man|Fire men}}, {{L|Magma man|Magma men}}, and {{L|Fire imp|Fire imps}} all have their habitats in magma. All of these are attributed to innumerable cases of {{L|fun}}, especially with newer players and forts starting off a bit too close to their volcano perches.&lt;br /&gt;
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There are several things you can do to prevent {{L|fun}}.&lt;br /&gt;
*Channel water in a moat around the the top of the volcano. This will prevent creatures from venturing too far from their homes, but they can still chuck fire at your {{L|woodcutter|woodcutters}} and {{L|fisherdwarf|fisherdwarfs}}. Losing these early on can easily damn your efforts.&lt;br /&gt;
*Build far enough away from the volcano as to not catch the attention of what lurks inside. It is perfectly alright to dig several screens away from the volcano and then tunnel up along side it. Magma does not have enormous {{L|water pressure|pressure}} and (typically) will not follow the rules of equilibrium.&lt;br /&gt;
*When channeling magma underground, there is a nice set-up you can use to prevent creatures from coming inside and having a party in your smithy.&lt;br /&gt;
**Build a {{L|magma-safe}} floodgate connected to a lever using any {{L|magma-safe}} {{L|mechanism|mechanisms}}.(To conserve magma-safe rock you can make the floodgate itself out of a magma-safe metal such as iron. Also, unless the lever is going to become submerged in magma, both it and the mechanism used within it can be made of magma-unsafe materials.)&lt;br /&gt;
**Open the gate so our engraver can get through.&lt;br /&gt;
**Tap into the magma by engraving fortifications into it with other engravings queued already. This will cause magma to flow much slower, and the queue will cause the dwarf to immediately rush off and begin working - instead of lingering in the room while the magma pours in.&lt;br /&gt;
**Once everyone is safe and the chamber you built to house the magma is filling up, go ahead and close the gate to seal the chamber.&lt;br /&gt;
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This is setup is advisable because {{L|Fire man|Fire men}} and {{L|Magma man|Magma men}} cannot pass through fortifications. However, {{L|Fire imp|Fire Imps}} can, but they cannot {{L|Building_destroyer|destroy}} floodgates, while the first two can.&lt;br /&gt;
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==Magma flow==&lt;br /&gt;
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[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
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Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid] and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
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Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
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A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
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Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
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[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
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Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
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[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
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==Magma pipe refilling==&lt;br /&gt;
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[[Image:MagmaPipeProperties.png|thumb|188px|Unsafe and safe magma pipe configurations]]&lt;br /&gt;
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Magma pipes are '''not''' pressurized and will flow predictably ({{L|Magma#Magma_flow}}).&lt;br /&gt;
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Magma pipes refill itself slowly to its original z-level if there is nothing obstructing its path. Tiles above the magma flow tiles will randomly increase magma flow until its original z-level is at 7/7.&lt;br /&gt;
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There are exceptions to this rule. If there is a floor or wall above a magma flow tile, it will not produce magma above the floor/wall.&lt;br /&gt;
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Note that since the addition of magma is quite slow, if you intend to breach only a few tiles to fill with magma, it might evaporate at a faster rate than replenishing. A single tile of replenishing magma will most likely evaporate with as little as 5-10 open tiles.&lt;br /&gt;
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==Magma compared to water==&lt;br /&gt;
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Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid]. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
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===Similarities===&lt;br /&gt;
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*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and {{L|pressure plate}}s work in magma.&lt;br /&gt;
*Constructed {{L|wall}}s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
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===Differences===&lt;br /&gt;
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*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see {{L|Magma#Magma vs. built objects|Magma vs. built objects}}) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any {{L|dwarves}} to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently {{L|agile}} or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a {{L|peasant}} or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a {{L|fortification}} into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a {{L|Magma#Magma sources|magma pipe}}, and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy {{L|thirst}}.&lt;br /&gt;
*{{L|Magma mist}} is not generated by falling magma, but only by a {{L|cave-in}}.&lt;br /&gt;
*Magma mist will not generate happy {{L|thought}}s, but will instead burn whatever it touches.&lt;br /&gt;
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== Magma vs. built objects ==&lt;br /&gt;
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Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of {{L|magma-safe materials}}. &lt;br /&gt;
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* {{L|Workshop}}s that are powered by magma need not be built of magma-safe materials to function - {{L|fire-safe}} materials are sufficient.&lt;br /&gt;
* Constructed objects like {{L|wall}}s, {{L|floor}}s, {{L|stairs}} and {{L|ramp|ramps}} can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, {{L|door}}s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much {{L|fun}} when you forget to build that last {{L|floodgate}}.&lt;br /&gt;
* {{L|Bridge}}s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of {{L|magma-safe materials}} to function for more than a few minutes in magma. This includes {{L|floodgate}}s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone {{L|mechanism}}s attached to a construction will melt in magma unless made of bauxite or {{L|raw adamantine}}, even if the construction itself is made of {{L|steel}}.&lt;br /&gt;
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If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
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== Magma creatures ==&lt;br /&gt;
{{L|Fire imp}}s, {{L|fire man|firemen}}, {{L|magma man|magma men}}, and {{L|fire snake}}s inhabit Magma. Fire snakes are a type of {{L|vermin}} that can set your fortress on {{L|fire}} with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
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== Temperature settings ==&lt;br /&gt;
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Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-{{L|magma-safe|magma-proof}} materials.&lt;br /&gt;
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== Magma reactions ==&lt;br /&gt;
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*Flowing water: If magma happens to contact water it produces some steam and {{L|obsidian}}.  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of {{L|obsidian}} inside mined or constructed molds.  The resulting slabs of {{L|obsidian}} are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: {{L|stone|Rock}}s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: {{L|Magma-safe}} items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: {{L|Tree}}s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit {{L|water pressure|pressure}}.&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal {{L|magma mist}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=132306</id>
		<title>v0.31 Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bridge&amp;diff=132306"/>
		<updated>2010-11-24T04:06:22Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Heat Sensitivity */&lt;/p&gt;
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&lt;div&gt;I can verify that drawbridges still won't raise when a Titan is on them. {{version|31.01}} --[[User:Akhiros|Akhiros]] 07:47, 11 April 2010 (UTC)&lt;br /&gt;
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:I just noticed the statement, &amp;quot;It is impossible to channel out stone that is directly under a raiseable bridge when its in the raised position.&amp;quot;  I don't think it is a bug, but an implementation choice. --[[User:PencilinHand|PencilinHand]] 13:05, 29 April 2010 (UTC)&lt;br /&gt;
::The same thing happens with any other building or workshop - it just won't let you place the designation. If you try to ramp from underneath, the floor won't be removed simply because the building was present, whether the &amp;quot;building&amp;quot; was a bridge (even if raised or retracted), a workshop, or even a stockpile. --[[User:Quietust|Quietust]] 14:57, 29 April 2010 (UTC)&lt;br /&gt;
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Does the &amp;quot;wall&amp;quot; created by raising a bridge block liquids? --[[User:Telarin|Telarin]] 19:00, 9 June 2010 (UTC)&lt;br /&gt;
:Yes.  I've used them before to seal elves into my depot before flooding it. --[[User:Kyle Solo|Kyle Solo]] 15:48, 10 June 2010 (UTC)&lt;br /&gt;
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Also, can the bridge be destroyed by a building destroyer when raised? --[[User:Telarin|Telarin]]&lt;br /&gt;
:I don't know, but if my current fort is any indication, building destroyers do not appear to destroy '''lowered''' drawbridges that block their path, such as one covering a set of ramps leading into one's fortress. I've got all 3 cavern levels sealed this way, and nothing has yet gotten inside, including several forgotten beasts. --[[User:Quietust|Quietust]] 20:03, 26 August 2010 (UTC)&lt;br /&gt;
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What do you mean by &amp;quot;a wall along the edge selected with the wadx keys when placing the bridge&amp;quot;?&lt;br /&gt;
I don't see any shortcuts when placing the bridge... are they just hidden or what? DF 31.10 [[User:Manslay|Manslay]] 07:27, 31 August 2010 (UTC)&lt;br /&gt;
:Wait, nevermind, BEFORE placing the bridge :/ [[User:Manslay|Manslay]] 07:29, 31 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Heat Sensitivity ==&lt;br /&gt;
&lt;br /&gt;
I have reason to believe that only the '''center''' tile of a bridge is sensitive to heat (when dealing with exposure to magma) - this is mostly based on the fact that if you use d-b-[whatever] to mass forbid/melt/dump/hide the components of a bridge, it only responds to the center tile which affects every single component. --[[User:Quietust|Quietust]] 19:35, 28 September 2010 (UTC)&lt;br /&gt;
: What counts as the center tile if your bridge has an even number of tiles? (say, a 4x4 bridge)--[[User:Twilightdusk|Twilightdusk]] 04:06, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Electrum&amp;diff=132305</id>
		<title>v0.31 Talk:Electrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Electrum&amp;diff=132305"/>
		<updated>2010-11-24T03:59:46Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there any easy way to control which ores are used to create Electrum? For example say you wanted to use the low value ores mentioned which have a better chance of making lead or copper if smelted normally, is there any easy want to make sure those are always used in the new system? Or do you still have to lock the furance opreator in with only those ores to choose from and then order him to make the alloy? Also is there a chance to fail based on the fact that those two ores have a better chance of producing a metal bar other than silver or does the game just ignore that when using them in this way? If so it is obviously a better route to make Electrum from those ores than to try and smelt them normally unless you really need lead or copper, since you don't lose the value of the gold bar used and always get the value of silver 100% of the time. --[[User:Railick|Railick]] 18:37, 13 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:&amp;quot;Impure&amp;quot; ores will always work (i.e. you can use galena or tetrahedrite to make electrum just as well as native silver or horn silver), but the only way to force usage of them is to make sure the alternative isn't available, whether by locking up your furnace operators with the necessary ores or by simply smelting all of the other ores first. --[[User:Quietust|Quietust]] 20:46, 13 May 2010 (UTC)&lt;br /&gt;
:: In my experience the only way to ensure that any dwarf makes anything with a given material is to lock him in a room with only the workshop and the material in question. I've seen dwarves with perfectly servicable stockpiles of material right next to their workshop instead travel halfway across the map to retrieve a unit of the same material.--[[User:Twilightdusk|Twilightdusk]] 03:59, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132304</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132304"/>
		<updated>2010-11-24T03:44:44Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Volcano Hell? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
&lt;br /&gt;
WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Marriage hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are there any success stories of people actually being able to fight of the initial invasion? In my experience, striking hell means almost immediate game over.&lt;br /&gt;
&lt;br /&gt;
I observe the same thing. We should probably change the article text so it's less misleading. Currently, it's worded as if the demon attacks never end. [[User:Umiman|Umiman]] 04:29, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearly not hell==&lt;br /&gt;
There is no way that this is hell. Hell is an unending tide of nobles that make constant demands, which can never die. --[[Special:Contributions/98.215.50.77|98.215.50.77]] 05:47, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Win? ==&lt;br /&gt;
&lt;br /&gt;
So i found a adamantine pillar of 6 z levels tall, started digging the highest level (of course), channeled a part of it and as soon as the game paused, announcing my discovery of hell, I listed &amp;quot;raw adamantine&amp;quot; as non economic, and then using a second miner with masonry skills, I built a adamantine floor covering the hole and sealed the demons and HFS.&lt;br /&gt;
&lt;br /&gt;
That's a good strategy to avoid fun.--[[Special:Contributions/200.82.91.216|200.82.91.216]] 23:19, 10 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano Hell? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes when embarking in an area with a Volcano, the volcano itself seems to reach all the way down into hell, triggering the initial demons and allowing me to see a good portion of Hell even before unpausing to start out. Unfortunately my framerate got killed before I had a chance for the demons to reach me, but should it be mentioned that Volcanoes can pierce into hell?--[[User:Twilightdusk|Twilightdusk]] 03:44, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132303</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=132303"/>
		<updated>2010-11-24T03:43:42Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Volcano Hell? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LOLSPOILER ==&lt;br /&gt;
 DF2010:Hell&lt;br /&gt;
 (Redirected from DF2010:Hidden Fun Stuff)&lt;br /&gt;
 &lt;br /&gt;
 { { spoiler } }&lt;br /&gt;
&lt;br /&gt;
WTF is the point of a spoiler tag concealing the contents of the clowncar '''IF YOU NAME THE DAMN ARTICLE ''&amp;quot;HELL&amp;quot;'''''&lt;br /&gt;
==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;br /&gt;
:'''Hell''' is an English word that is not specific to any one religion, or any collection of religions. You can have Christian hells, Buddhist hells, Marriage hells, Voodoo hells, any underworld abode of the damned can be described by the word hell. -- [[User:Ancient History|Ancient History]] 15:12, 17 July 2010 (UTC)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
== Demon populations ==&lt;br /&gt;
&lt;br /&gt;
From my limited observations the demon population is infinite, but beyond the initial dozens (or hundreds?) that you get when you first breach, the rest are merely migrants just as you'd see with more mundane creatures on the surface or passing through caverns. These migrants are probably &amp;quot;aggressive&amp;quot; - seeking dwarves if they have a path - but unless you've built a path from the pillar to hell's surface, it can mean your fort is entirely safe if all your demon types are &amp;quot;terrestrial&amp;quot; and cannot fly. Safe after dealing with the initial invasion of course - the initial demon always seem to crawl up the pillar even if they cannot normally fly. [[User:Niveras|Niveras]] 16:29, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are there any success stories of people actually being able to fight of the initial invasion? In my experience, striking hell means almost immediate game over.&lt;br /&gt;
&lt;br /&gt;
I observe the same thing. We should probably change the article text so it's less misleading. Currently, it's worded as if the demon attacks never end. [[User:Umiman|Umiman]] 04:29, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clearly not hell==&lt;br /&gt;
There is no way that this is hell. Hell is an unending tide of nobles that make constant demands, which can never die. --[[Special:Contributions/98.215.50.77|98.215.50.77]] 05:47, 23 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Win? ==&lt;br /&gt;
&lt;br /&gt;
So i found a adamantine pillar of 6 z levels tall, started digging the highest level (of course), channeled a part of it and as soon as the game paused, announcing my discovery of hell, I listed &amp;quot;raw adamantine&amp;quot; as non economic, and then using a second miner with masonry skills, I built a adamantine floor covering the hole and sealed the demons and HFS.&lt;br /&gt;
&lt;br /&gt;
That's a good strategy to avoid fun.--[[Special:Contributions/200.82.91.216|200.82.91.216]] 23:19, 10 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano Hell? ==&lt;br /&gt;
&lt;br /&gt;
Sometimes when embarking in an area with a Volcano, the volcano itself seems to reach all the way down into hell, triggering the initial demons and allowing me to see a good portion of Hell even before unpausing to start out. Unfortunately my framerate got killed before I had a chance for the demons to reach me, but should it be mentioned that Volcanoes can pierce into hell?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=132301</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=132301"/>
		<updated>2010-11-24T03:07:20Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Peaceful Goblins? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
Sorry, didn't realize injury system had changed. That said, healing of even &amp;quot;inhibited&amp;quot; wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goblin Ambushers fighting amongst themselves ==&lt;br /&gt;
&lt;br /&gt;
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.&lt;br /&gt;
&lt;br /&gt;
How about something like this as a temporary entry until more can be added?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). &lt;br /&gt;
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version. &lt;br /&gt;
&lt;br /&gt;
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Silver Weapons==&lt;br /&gt;
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.&lt;br /&gt;
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins playable without modding in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.&lt;br /&gt;
&lt;br /&gt;
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins as a religion ==&lt;br /&gt;
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)&lt;br /&gt;
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:23, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hippie Goblin General ==&lt;br /&gt;
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about &amp;quot;driven to the ruthless protection of nature&amp;quot;. Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)&lt;br /&gt;
:It's no bug - that elf was captured (or possibly his parents) by goblin babysnatchers and worked his way up through the ranks of Goblin society to become a General. --[[User:Quietust|Quietust]] 01:29, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Peaceful Goblins? ==&lt;br /&gt;
&lt;br /&gt;
The Trading page mentions getting Goblin traders if your fort is at peace with the goblins, is that true? and if so, should info about that be mentioned on this page? a method to make peace with the goblins would be helpful to the survival of any fortress.--[[User:Twilightdusk|Twilightdusk]] 03:07, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=132300</id>
		<title>v0.31 Talk:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Goblin&amp;diff=132300"/>
		<updated>2010-11-24T03:07:08Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Peaceful Goblins? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)&lt;br /&gt;
&amp;lt;/s&amp;gt;&lt;br /&gt;
Sorry, didn't realize injury system had changed. That said, healing of even &amp;quot;inhibited&amp;quot; wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Goblin Ambushers fighting amongst themselves ==&lt;br /&gt;
&lt;br /&gt;
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.&lt;br /&gt;
&lt;br /&gt;
How about something like this as a temporary entry until more can be added?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). &lt;br /&gt;
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version. &lt;br /&gt;
&lt;br /&gt;
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Silver Weapons==&lt;br /&gt;
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.&lt;br /&gt;
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins playable without modding in adventure mode ==&lt;br /&gt;
&lt;br /&gt;
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.&lt;br /&gt;
&lt;br /&gt;
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblins as a religion ==&lt;br /&gt;
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)&lt;br /&gt;
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 21:23, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hippie Goblin General ==&lt;br /&gt;
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about &amp;quot;driven to the ruthless protection of nature&amp;quot;. Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)&lt;br /&gt;
:It's no bug - that elf was captured (or possibly his parents) by goblin babysnatchers and worked his way up through the ranks of Goblin society to become a General. --[[User:Quietust|Quietust]] 01:29, 7 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Peaceful Goblins? ==&lt;br /&gt;
&lt;br /&gt;
The Trading page mentions getting Goblin traders if your fort is at peace with the goblins, is that true? and if so, should info about that be mentioned on this page? a method to make peace with the goblins would be helpful to the survival of any fortress.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=132299</id>
		<title>v0.31 Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trading&amp;diff=132299"/>
		<updated>2010-11-24T03:04:30Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Tunnel paths? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Colors of Containers==&lt;br /&gt;
Question regarding the coloring of the items being traded, It says that items in white are are created by a source other then your fortress, while brown is fortress created goods. In my first trade with the dwarven caravan two goods I know I created, a barrel holding donkey cheese and a barrel with cow's milk were colored in white. I mean, it's not exactly an issue, but is this because they an animal derived source or what? --[[User:AdmiralDread|AdmiralDread]] 05:15, 12 April 2010 (UTC)&lt;br /&gt;
:I believe for liquids in barrels it looks at whether you made the barrel, not the contents.  Perhaps for all barrel items, I'm not sure.  I personally don't trade food or drinks --[[User:Todestool|Todestool]] 14:49, 12 April 2010 (UTC)&lt;br /&gt;
:The color of a container is based on what it's made of. Anything made from [[tower cap]] will be white. Normal wood is brown. --[[User:Strangething|Strangething]] 02:29, 14 July 2010 (UTC)&lt;br /&gt;
::Note that AD was talking about the color displayed in the trading screen, not the color of the item. Any container will display according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, regardless of the contents. So your barrel was foreign (listed in white), despite the fact that the cheese was local. When you (v)iew the item, the contents are listed, colored according to their origin (regardless of the container's origin). [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:14, 16 October 2010 (UTC)&lt;br /&gt;
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==No Dwarves==&lt;br /&gt;
It seems to be possible in DF2010 to have no trade from the dwarves. If their civilization is too small to have any leaders of note, then there will be no caravans.&lt;br /&gt;
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==Vermin in caravans?==&lt;br /&gt;
I wanted to release the bought warthogs out of their cages, tame bats and fluffy wamblers were in my list. I haven´t caught any vermin yet, so I put them in that cage, too.  When I looked at the (elven) caravan they &amp;quot;stole&amp;quot; the vermin from them. Anyone has seen this, too?&lt;br /&gt;
:I can confirm that elven caravans offer cages containing vermin. This vermin isn't shown in thr trade screen list, unless you view these cages separately. This vermin is ''not'' shown in your animal list of the status screen (hit {{k|z}} and then {{k|return}} to get there). It ''is'', however, shown in the list of creatures assignable to a cage. (hit {{k|q}}, select a cage, hit {{k|a}}, and there they are.) --[[User:Doub|Doub]] 17:47, 2 May 2010 (UTC)&lt;br /&gt;
::I agree.  The cages are not labeled as anything but normal cages.  However, if you view the item in the trade depot screen ({k|v} when highlighting the &amp;quot;empty&amp;quot; cage) the vermin will be shown as a content.--[[User:Kwieland|Kwieland]] 16:29, 19 May 2010 (UTC)&lt;br /&gt;
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==No Wagons with Caravans==&lt;br /&gt;
I never had wagons with DF2010. Is it just me or is there something needed except a 3wide path to one edge? Its always there and there is never a caravan with wagons, only with traders!--[[User:Niggy|Niggy]] 20:32, 12 April 2010 (UTC)&lt;br /&gt;
: I've not had wagons in this current fort either. Think it may be because I'm in a mountain biome...--[[User:Nimblewright|Nimblewright]] 10:11, 14 April 2010 (UTC)&lt;br /&gt;
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::Yes, Wagons are out for now. This is most likely a bug as the access check screen is still in. Hm..or not? --[[User:Birthright|Birthright]] 20:00, 14 April 2010 (UTC)&lt;br /&gt;
:::They're still in the raws - see creature_equipment.txt. --[[User:Quietust|Quietust]] 21:11, 14 April 2010 (UTC)&lt;br /&gt;
::::It still checks if a wagon could make it to the dapot, but for me a caravan (Without wagons obviously) went through a two-wide tunnel[[User:GiantTiger11|GiantTiger11]] 08:01, 24 April 2010 (UTC)&lt;br /&gt;
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== Late caravan ==&lt;br /&gt;
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The caravan used to arrive for me at exactly mid-autumn. I got my caravan in the new version at just a few days before autumn ended.  Is this the case with everyone? [[User:Greep|Greep]] 03:56, 17 April 2010 (UTC)&lt;br /&gt;
:can confirm, caravans now always come late. --[[User:Confused|Confused]] 14:08, 17 April 2010 (UTC)&lt;br /&gt;
::maybe this is intentional as a &amp;quot;delay&amp;quot; from where they travel from? --[[User:Eroing|Eroing]] 17:41, 17 April 2010 (CET)&lt;br /&gt;
:::It's &amp;lt;s&amp;gt;my first Mid-Winter&amp;lt;/s&amp;gt; the spring of the year after embarking now and i haven't seen just a wheel. Should I begin to worry? --[[User:Gnarker|Gnarker]] 11:37, 30 May 2010 (CEST)&lt;br /&gt;
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== Merchants going underground. ==&lt;br /&gt;
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I just had a dwarven caravan leave the fortress through an underground edge of the map. Spawned from the top though.--[[User:Droid|Droid]] 04:07, 21 April 2010 (UTC)&lt;br /&gt;
: In my fortress even an elven caravan took the way through the caverns! --[[User:Doub|Doub]] 07:57, 24 April 2010 (UTC)&lt;br /&gt;
: Confirmed. Humans entered from the top, and left through the first cavern. Killed an Serpent man tribe on the way out. 05:10, 18 July 2010 (UTC)&lt;br /&gt;
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== Multiple Trade Depots ==&lt;br /&gt;
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Has there been any change for this?&lt;br /&gt;
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== Traders go insane and starve ==&lt;br /&gt;
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&amp;quot;If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.&amp;quot; &lt;br /&gt;
Is this correct? Traders can starve? Or do they only gain the ability to starve when insane?&lt;br /&gt;
:I've only had this happen once. They went crazy after a while, and then starved.  I don't know if it was exactly six months, but probably similar time scale. Experiment.  Try locking the caravan on your map.  Find out if it is really 6 months, if they go crazy, stave, and what happens!--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
: Verified (in .13.12), caravan (and their pack animals) went insane, they could not handle 1-tile wide bridges over our river. Probably expected 3-6 tiles wide bridges! Looks like they drop their items upon going insane.--[[User:TomiTapio|TomiTapio]] 23:00, 29 July 2010 (UTC)&lt;br /&gt;
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== First Caravan Brings Nothing? ==&lt;br /&gt;
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I've had this happen twice, where the dwarven caravan brings a whole lot of nothing. Is this to be expected? I generaqlly give them something nyways, in hope that the next year will be better.&lt;br /&gt;
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== No Dwarven Caravan ==&lt;br /&gt;
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I'm in mid-summer of my third year and the only caravans I have been getting have been elven ones once a year. I Still haven't had a dwarven caravan show up ever. In the Civ screen it says that there are no important people in the civ.&lt;br /&gt;
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My first year I got 7 migrants in total and haven't got any since. Does this mean my parent civ has been eradicated?&lt;br /&gt;
--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 14:13, 16 June 2010 (UTC)&lt;br /&gt;
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:The same thing happened to me.  My fortress is in a &amp;quot;small region&amp;quot;-sized world-- I'm beginning to wish I'd paid more attention while the world was created; maybe there just aren't any other dwarves inside it?&lt;br /&gt;
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== Caravan leaving through cave ==&lt;br /&gt;
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I just had a caravan leave through a cave. I had a clear path to a ground exit from my trade depot, even for wagons. This was not the case for the cave level, as it was only reachable by stairs. I don't know if this is a bug or not. Strange, anyhow. /[[User:Josj|Josj]] 06:20, 28 June 2010 (UTC)&lt;br /&gt;
:Probably not a bug, as such.  Firstly, because caravans don't currently use wagons, but only pack animals, they can path up and down stairs.  Secondly... they probably picked the shortest path to an exit, and that just happened to be the cave level.  Was the ground exit on the other side of the screen, or temporarily blocked by a drawbridge or something? --[[User:DeMatt|DeMatt]] 18:24, 28 June 2010 (UTC)&lt;br /&gt;
::The ground exit was quite close--about a screen away from the depot. It could've been temporarily blocked by a barrage of haulers or something. I don't quite remember. But it would have had to be blocked as they went down some fifty levels or so. Even if the caravan used my traffic designations (which I don't believe they do) that wouldn't have been a closer route. It makes me wonder if it's possible for the caravans to appear in the caves.  /[[User:Josj|Josj]] 19:00, 28 June 2010 (UTC)&lt;br /&gt;
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== Forbidden Depots ==&lt;br /&gt;
I used the ' d:b:f ' command to forbid all items on my depot so that they would not have to haul all the stuff back, subsequently forbidding the 3 pieces mahogany that made up the depot itself. When the human caravan showed up, the game gave me a message that said they need a depot to trade at. I used the ' t ' command to unforbid each piece, and they instantly started to move to it. This might be worth mentioning as a troubleshooter, or something, if I can get confirmation on it. --[[User:Bungler|Bungler]] 03:45, 1 July 2010 (UTC)&lt;br /&gt;
:I can confirm that behavior. I used it all the time in 40d.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)  &lt;br /&gt;
::I had traders go insane, probably because the depot was bulk-forbidden. --[[User:TomiTapio|TomiTapio]] 20:59, 5 September 2010 (UTC)&lt;br /&gt;
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== Traders taking forever to load up==&lt;br /&gt;
The other lifesaver I found on this wiki somewhere relates to when you are trading a large number of items.  I had the problem where caravans would take months and months to load up and get out.  Once this lead to two caravans being on the map at the same time, (humans and dwarfs, I think) trying to load/unload at the same time and it was a mess (FPS suffered, too)  However, there is way to prevent this.  Pause the game after you get the &amp;quot;caravan has embarked&amp;quot; message, then go do {{k|d}}-{{k|t}} to designate trees (or mining, or whatever) and then hold down the mouse button.  Watch the depot at the same time and you'll see the items dance as they get loaded up while the game is paused.  Once the depot stops blinking, they're done and you can let go of the mouse.  It took my traders 1.5 minutes real life to load up.  But, then they take off on their merry way.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
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== Accessible and Inaccessible Depots ==&lt;br /&gt;
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Im very new to the game and have been having trouble with making my depot wagon-accessible. &lt;br /&gt;
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In the wiki it says that a 3-square wide corridor is needed to fit a trade wagon through(XWX in the D overlay). My problem is that Ive made a corridor 3 squares wide to my depot, but with the D command it still says my depot is inaccessible.&lt;br /&gt;
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In the D overlay should there be 3 W makers side by side(XWWWX) for the depot to be accessible? If this is the case then the hall needs to be 5 squares wide...&lt;br /&gt;
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Whatever the fix is, its not clear/helpful on the wiki. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:173.217.232.2|173.217.232.2]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:The D overlay only requires a path of Ws '''one''' tile wide, but it must be continuous and orthogonal (i.e. no diagonal-only gaps). Trace it out from the depot to find what's blocking the rest of the way (probably a boulder or a tree outside). --[[User:Quietust|Quietust]] 01:22, 9 July 2010 (UTC)&lt;br /&gt;
::You might need to smooth some boulders, cut down some trees, or add some ramps.--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
== Experience ==&lt;br /&gt;
From the article: ''Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game. ''&lt;br /&gt;
This isn't true for 40d.  The experience was based solely on the number and value of the items brought by the trade caravan once a single trade was completed.  Has this changed for 31.xx?--[[User:Kwieland|Kwieland]] 18:10, 23 July 2010 (UTC)&lt;br /&gt;
:Agreed.  But the biggest thing was that it seemed like if you made that first trade for ''exactly'' 30%, your trader could get immense experience, even legendary.  But it didn't seem to work when I tried it in .12 of late. [[User:Dorf and Dumb|Dorf and Dumb]] 05:25, 26 August 2010 (UTC)&lt;br /&gt;
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== Random breaking of &amp;quot;Trader Requested at Depot&amp;quot;? ==&lt;br /&gt;
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I have the Broker's labors all turned off barring cleaning and the default health care entries. When a caravan arrives, he'll happily ignore my initial switching of the Depot status requesting his presence and continue to haul items to the depot (despite having all hauling labors off). I have to toggle it back to not requested and then back to requested and he's fine, he'll sit and trade...for a while. Then if he goes to get a drink, eat, or sleep, his action when he gets up will be to haul items again. Anyone else having this issue? [[User:Chronin|Chronin]] 18:46, 20 August 2010 (UTC)&lt;br /&gt;
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:Never have &amp;quot;only broker&amp;quot; set.  It slows things down, and the benefit is, you don't get more than one dorf trained with appraiser skill (which means if the broker dies, you don't even see a price on anything).  And the other benefit is, you can drive a harder bargain with the traders and therefore not get as much stuff brought in next time.  What's the point? [[User:Dorf and Dumb|Dorf and Dumb]] 05:27, 26 August 2010 (UTC)&lt;br /&gt;
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:almost all dwarves &amp;quot;bring items to depot&amp;quot;, I guess it's part of the non-toggleable jobs. --[[User:TomiTapio|TomiTapio]] 21:03, 5 September 2010 (UTC)&lt;br /&gt;
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: Even after turning off all other jobs, including hauling, I still get this problem. Even after confining him to a burrow consisting of nothing but the Depot, he'll still try to run off. The best solution is to request him as soon as the caravan is on the map, and it'll slide to the top of his job queue before it's gone. If you make a trade, he may run off again, so you might want to wait until everything you're trading away is there. [[User:Uzu Bash|Uzu Bash]] 14:10, 20 October 2010 (UTC)&lt;br /&gt;
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== Emergency Supplies ==&lt;br /&gt;
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It's fairly well known that caravans will bring lots of wooden logs if you don't have any in your fortress (including machine parts) or if you've forbidden all of them (something I've personally used numerous times - in my latest fort in 0.31.12, I managed to get elven and human caravans to bring over 200 logs each). It might be worth testing to see if caravans bring &amp;quot;emergency supplies&amp;quot; of things other than wooden logs - when I cooked all of my meat into prepared meals, the next human caravan decided to bring over 200 stacks of meat and prepared organs (it was enough to instantly overfill both of my 11x11 meat stockpiles, since my barrels were all full of booze). --[[User:Quietust|Quietust]] 18:37, 13 September 2010 (UTC)&lt;br /&gt;
:I believe I've got reasonable evidence that meat '''is''' considered an emergency good - when the human caravan arrived, the first horse was loaded up with wood logs and plants (which I had requested from the modded-in guild representative) and tons of meat (which I did '''not''' request), and the second horse was loaded up with a bunch more meat finally followed by several bins of cloth and leather, and the 3rd horse was carrying the rest of the leather; the rest of the caravan also held some stacks of random types of meat. Normally, binned goods are loaded at maximum priority, but liaison requests and emergency supplies both seem to override that. --[[User:Quietust|Quietust]] 04:24, 27 October 2010 (UTC)&lt;br /&gt;
::A quick test suggests that there are quite a few other emergency supplies - when I forbade '''everything''' in my fortress just before the Elven caravan arrived, the first horse was carrying nothing but plants, and the 2nd horse was carrying 50 bins of cloth plus lots of wooden logs, the 3rd horse was carrying the rest of the logs and the mostly normal trade goods, and the 4th horse had the usual assortment. Repeating with everything unforbidden resulted in a much more &amp;quot;normal&amp;quot; caravan - 5 horses carrying 12 ropes, 9 instruments, 12 toys, 10 pets (7 large creatures, 3 vermin), 11 cages, 21 booze barrels, 18 empty barrels, 8 buckets, 7 weapons, 12 body armor, 8 pairs of footwear, 13 shields, 8 headgear, 12 pairs of handwear, 11 seed bags, 10 mill bags (all dye), 12 sand bags, 13 empty bags, 14 bins of cloth (all of which were on the first horse), 8 crafts, 13 stacks of arrows, 24 stacks of plants, 11 threads, 10 legwear, 11 splints, and 6 crutches. --[[User:Quietust|Quietust]] 03:40, 6 November 2010 (UTC)&lt;br /&gt;
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== recent trading changes? ==&lt;br /&gt;
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Has anyone else seen changes to the way traders trade? Looks to me like in .31.16 (as compared to .12) the acceptable markup is much higher (45% compared to as little as 10-15%), and appraisal and other broker experience seems to be deferred now (appraisal skill not rising with each trade anymore, it rises sometime after the caravan leaves)[[Special:Contributions/202.156.10.234|202.156.10.234]] 01:04, 16 October 2010 (UTC)&lt;br /&gt;
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== King offering ==&lt;br /&gt;
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It looks like an offering of 5k is required to promote the city from barony. I sure would like to verify, but goblin seiges have pre-empted the liaison visits since becoming a barony. [[User:Uzu Bash|Uzu Bash]] 13:29, 20 October 2010 (UTC)&lt;br /&gt;
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== No Elven Cloth? ==&lt;br /&gt;
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Something very interesting has happened in my current fortress - last Autumn, I captured a giant cave spider and started a silk farm, and so far I've woven over 200 pieces of cloth (and have plenty of thread ready to weave), and the Elven caravan just arrived in the Spring with '''zero bins of cloth''' (and about 11 of everything else they usually bring). Maybe they were only bringing cloth in the first place because I wasn't producing any of my own? Maybe they brought it as emergency supplies? More testing is definitely in order. --[[User:Quietust|Quietust]] 03:16, 10 November 2010 (UTC)&lt;br /&gt;
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== Tunnel paths? ==&lt;br /&gt;
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There's a few spots on this page and others where it mentions caravans coming from the edge of the map, and some people mentioning underground tunnels, but the game wont let me mine at the edge of the map, am I misinterpreting things or is that info out of date?--[[User:Twilightdusk|Twilightdusk]] 03:04, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=132298</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=132298"/>
		<updated>2010-11-24T02:47:18Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Pouring water into a volcano for exploratory magma sea mining? */&lt;/p&gt;
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==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
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==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
::Aside from that, in my pseudo smartguy terms, volcanoes are upwellings of &amp;quot;new&amp;quot; rock, and are as geologically different from ancient coal-bearing rock (coal is a '''fossil fuel''' y'know) as you can possibly have on the same planet.  Although in the current version, if the embark screen does not list sedimentary rock as one of the layers for the selected biome, you aren't going to find it anywhere in the map no matter how large it is.  I get the impression this is more a game mechanic thing to balance the relative advantages of playing in a volcano area (huge amounts of high value ores and obsidian, easy access to magma with low/no risk).[[User:FleshForge|FleshForge]] 01:42, 7 August 2010 (UTC)&lt;br /&gt;
::By the way a pretty simple way to force a lot of volcanoes for your map is just to set &amp;quot;Minimum Volcanoes&amp;quot; option in the world gen parameters to 100 or so, on a medium map this takes little time to roll up and can be previewed before going through the history iterations - hit a key and scroll around the map and see if it looks promising, and abort if it doesn't, continue if it does.  --[[User:FleshForge|FleshForge]] 01:45, 7 August 2010 (UTC)&lt;br /&gt;
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It appears to be simply simple impossible to get coal on a volcano map regardless of what rock layers are shown on the embark screen.  On the other hand, you can make charcoal from burning wood, so the easy access to magma is still a pretty great advantage and you can still make steel eventually.[[User:FleshForge|FleshForge]] 07:00, 14 August 2010 (UTC)&lt;br /&gt;
:Hah what do you know, the current map I'm looking at JUST MADE A LIAR OUT OF ME!  So yes, as long as the set of biomes overlapping with the volcano area can contain coal, then there can be coal on the volcano map - however the coal will only be in the part of the map that is actually in the sedimentary-containing biome![[User:FleshForge|FleshForge]] 07:03, 14 August 2010 (UTC)&lt;br /&gt;
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== Volcano - magma sea connection and exploration ==&lt;br /&gt;
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After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;br /&gt;
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Confirmed. I'm not sure how it happens, but it does. Water shouldn't drop diagonally down a z-level, right? But that's what happens, water drops diagonally, the resultant obsidian isn't supported, cave-in, and you get to see down to the magma sea. [[User:GhostDwemer|GhostDwemer]] 19:31, 26 October 2010 (UTC)&lt;br /&gt;
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== Volcano and undeground lakes ==&lt;br /&gt;
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I embarked at volcano area at freezing biome, and got problem with absence of water. The only underground lake was found at the far edge of second cavern - first was completely dry. Is it volcano influence or just random? On maps without volcano each cavern had it's lake, sometimes several of them.[[User:Peregarrett|Peregarrett]] 06:39, 30 July 2010 (UTC)&lt;br /&gt;
:As far as I can tell, this is completely random - in some volcano maps I've found huge lakes 10 levels below sea level, and in some more like 100 z-levels down.[[User:FleshForge|FleshForge]] 06:59, 14 August 2010 (UTC)&lt;br /&gt;
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== Do volcanoes ever erupt? ==&lt;br /&gt;
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As a player inexperienced with volcanoes I came to this article looking for that information in the course of trying to site my fortress, so it might be worth adding that.  (Though I must admit that not knowing adds a touch of suspense.) --[[User:Auto Slaughter|Auto Slaughter]] 03:39, 15 September 2010 (UTC)&lt;br /&gt;
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Going on 10 years in my reclaim fortress. I have a volcano (surface magma pipe), that has never overflowed on its own. -BP&lt;br /&gt;
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I'm trying to dry (obsidianize) my volcano, and have some notes on refill process. It seems that the game periodically generates additional 1/7 amounts at the level above fully filled one, where all tiles are 7/7. So first you see flat empty space just above magma surface, then there appears tiles with 1/7, then 2/7 and so on until the level is completely filled. Then go on to the next level.&lt;br /&gt;
They never erupt, though it would be nice way to more Fun =)) [[User:Peregarrett|Peregarrett]] 07:04, 17 September 2010 (UTC)&lt;br /&gt;
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== Pouring water into a volcano for exploratory magma sea mining? ==&lt;br /&gt;
&lt;br /&gt;
It will slow your game down ridiculously, but a murky pool that started above the volcano with a broken wall drained in and covered the volcano halfway with an obsidian cap, causing about 20 caveins and showing me the entire magma sea and adamantine pillars. Is this a bug?&lt;br /&gt;
: Can't speak for it being a bug or not, but same thing happened to me too, complete with the HFS activating, my framerate got killed long before I could experience any real effects of it, though I noticed the lava in the volcano was quickly draining down, presumably into blank tiles in the magma sea. --[[User:Twilightdusk|Twilightdusk]] 02:45, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=132297</id>
		<title>v0.31 Talk:Volcano</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Volcano&amp;diff=132297"/>
		<updated>2010-11-24T02:45:52Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Pouring water into a volcano for exploratory magma sea mining? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==Differences from 40d==&lt;br /&gt;
I'd just like to note some differences between 40d volcanos and the new ones. From what I've seen, they have fixed designs as opposed to random shifting patterns as you go down the z axis and act more like pipes that were lucky enough to reach the surface during worldgen. The last one I embarked on actually protruded out of the ground for 4 z axis' sort of like a chimney&lt;br /&gt;
http://i63.photobucket.com/albums/h133/Radicalaces/chimney.png?t=1273214099&lt;br /&gt;
--[[User:radical|radical]] 07:12, 7 May 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==Rock layers==&lt;br /&gt;
I'm not sure if this is within the scope of the article, but something I've noted after a -large- amount of volcano-hunting is that the only way to get sedimentary rock on an embark tile with a volcano is for there to also be a brook in the area. Probably needs some independent confirmation, but after probably 200-250 medium maps checked, I'm pretty confident in my analysis. [[Special:Contributions/24.35.61.81|24.35.61.81]] 00:59, 27 June 2010 (UTC)&lt;br /&gt;
:Which, y'know, kinda makes sense based on the geological processes behind volcanoes and sedimentary rocks.  That is, volcanoes form igneous rock around them, bringing the temperature and pressure up on the surrounding rock and converting it to metamorphic.  So the presence of a brook would indicate that the volcano is dormant enough for water flows to create channels in the area, and also dormant enough that sedimentary rock (and not just plain sediment, or soil) could form and continue to exist.  Just to be clear:  when you say &amp;quot;on an embark tile with a volcano&amp;quot;, you ARE talking about a 1x1 region on the Local map of the Embark screen?  And not the 4x4 region which is the usual embark site? --[[User:DeMatt|DeMatt]] 07:03, 27 June 2010 (UTC)&lt;br /&gt;
::Aside from that, in my pseudo smartguy terms, volcanoes are upwellings of &amp;quot;new&amp;quot; rock, and are as geologically different from ancient coal-bearing rock (coal is a '''fossil fuel''' y'know) as you can possibly have on the same planet.  Although in the current version, if the embark screen does not list sedimentary rock as one of the layers for the selected biome, you aren't going to find it anywhere in the map no matter how large it is.  I get the impression this is more a game mechanic thing to balance the relative advantages of playing in a volcano area (huge amounts of high value ores and obsidian, easy access to magma with low/no risk).[[User:FleshForge|FleshForge]] 01:42, 7 August 2010 (UTC)&lt;br /&gt;
::By the way a pretty simple way to force a lot of volcanoes for your map is just to set &amp;quot;Minimum Volcanoes&amp;quot; option in the world gen parameters to 100 or so, on a medium map this takes little time to roll up and can be previewed before going through the history iterations - hit a key and scroll around the map and see if it looks promising, and abort if it doesn't, continue if it does.  --[[User:FleshForge|FleshForge]] 01:45, 7 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
It appears to be simply simple impossible to get coal on a volcano map regardless of what rock layers are shown on the embark screen.  On the other hand, you can make charcoal from burning wood, so the easy access to magma is still a pretty great advantage and you can still make steel eventually.[[User:FleshForge|FleshForge]] 07:00, 14 August 2010 (UTC)&lt;br /&gt;
:Hah what do you know, the current map I'm looking at JUST MADE A LIAR OUT OF ME!  So yes, as long as the set of biomes overlapping with the volcano area can contain coal, then there can be coal on the volcano map - however the coal will only be in the part of the map that is actually in the sedimentary-containing biome![[User:FleshForge|FleshForge]] 07:03, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano - magma sea connection and exploration ==&lt;br /&gt;
&lt;br /&gt;
After some playing and a bit of my habit from 40d days, when plugging up a volcano with water, i found out that crashing tiles dropping down into it will go down to the magma sea and act as &amp;quot;explorers&amp;quot; to uncover tiles. i'm unsure whether its an isolated case or a common occurence, so if anyone could confirm, i'd be grateful - [[User:Vrga|Vrga]] 06:45, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Confirmed. I'm not sure how it happens, but it does. Water shouldn't drop diagonally down a z-level, right? But that's what happens, water drops diagonally, the resultant obsidian isn't supported, cave-in, and you get to see down to the magma sea. [[User:GhostDwemer|GhostDwemer]] 19:31, 26 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Volcano and undeground lakes ==&lt;br /&gt;
&lt;br /&gt;
I embarked at volcano area at freezing biome, and got problem with absence of water. The only underground lake was found at the far edge of second cavern - first was completely dry. Is it volcano influence or just random? On maps without volcano each cavern had it's lake, sometimes several of them.[[User:Peregarrett|Peregarrett]] 06:39, 30 July 2010 (UTC)&lt;br /&gt;
:As far as I can tell, this is completely random - in some volcano maps I've found huge lakes 10 levels below sea level, and in some more like 100 z-levels down.[[User:FleshForge|FleshForge]] 06:59, 14 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do volcanoes ever erupt? ==&lt;br /&gt;
&lt;br /&gt;
As a player inexperienced with volcanoes I came to this article looking for that information in the course of trying to site my fortress, so it might be worth adding that.  (Though I must admit that not knowing adds a touch of suspense.) --[[User:Auto Slaughter|Auto Slaughter]] 03:39, 15 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Going on 10 years in my reclaim fortress. I have a volcano (surface magma pipe), that has never overflowed on its own. -BP&lt;br /&gt;
&lt;br /&gt;
I'm trying to dry (obsidianize) my volcano, and have some notes on refill process. It seems that the game periodically generates additional 1/7 amounts at the level above fully filled one, where all tiles are 7/7. So first you see flat empty space just above magma surface, then there appears tiles with 1/7, then 2/7 and so on until the level is completely filled. Then go on to the next level.&lt;br /&gt;
They never erupt, though it would be nice way to more Fun =)) [[User:Peregarrett|Peregarrett]] 07:04, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pouring water into a volcano for exploratory magma sea mining? ==&lt;br /&gt;
&lt;br /&gt;
It will slow your game down ridiculously, but a murky pool that started above the volcano with a broken wall drained in and covered the volcano halfway with an obsidian cap, causing about 20 caveins and showing me the entire magma sea and adamantine pillars. Is this a bug?&lt;br /&gt;
: Can't speak for it being a bug or not, but same thing happened to me too, complete with the HFS activating, my framerate got killed long before I could experience any real effects of it though. --[[User:Twilightdusk|Twilightdusk]] 02:45, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=132293</id>
		<title>v0.31:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Door&amp;diff=132293"/>
		<updated>2010-11-24T00:56:18Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Updating with the wording the game currently uses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of {{L|furniture}} used mainly to control the movement of dwarves, {{L|pet}}s and liquids and define the exits of {{L|room}}s. A door must be built next to a {{L|wall}} or other form of support. A door is not capable of providing support to another door.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of {{L|stone}}, {{L|metal}}, {{L|glass}}, and {{L|wood}}. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. {{L|Dwarf|Dwarves}}, {{L|animals}}, both wild and tame, and most {{L|invader}}s will all be unable to pass ([[DF2010:Thief|thieves]] can pick the locks of forbidden doors and pass them that way.)&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass though the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous {{L|Dog|Wardogs}}.})&lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to {{L|lever}}s or {{L|pressure plate}}s to open on command. Doors also halt the movement of liquids in the manner of {{L|floodgate}}s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in.&lt;br /&gt;
&lt;br /&gt;
Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Floor hatch}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=132292</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=132292"/>
		<updated>2010-11-24T00:22:37Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Effect of Skill Levels? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
:i have quivers, i have bows, i have bolts. i have wildlife both above and underground, and i have acesss TO the wildlife both above and underground. i have activated bolts for hunters in the '[m]ilitary' -&amp;gt; '[f]?-ammunition' section. i have offered him the default 100 bolts, an inflated 200 bolts, the bare-minimum 10, and a fair-sized 20 bolts. i have offered all the different types of bolts available (metal, wood, bone, or any material (despite having only bone ones available)), i have even asked him to go pick up some unusable 'arrows' and 'blowdarts' (of which, again, i have none), and still have a hunter who's refusing to hunt. he's picked up his bow, and his quiver, but has decided to go sit in the dining hall with his feet up instead of picking up some bolts and going hunting. checking through my stocks, i have a number of stacks of 5 bolts from various different animals, including 8 stacks of 5 finely crafted vulture bone bolts for example (which is 40 total, all of the same kind, and quality, spread over 8 stacks), but none in stacks of 20 (which is currently how many i've asked him to carry). i've also assigned him a hunting dog (not a war dog), and have taken off all his other duties apart from 'hunting' - still nothing.... i used my broker/manager/leader/bookkeeper to become my 'arsenal dwarf', and.. after i had to remove my broker/manager/bookkeeper jobs ([n]obles -&amp;gt; [r]eplace -&amp;gt; 'leave vacant'), his ammunition was eventually assigned, and he went and picked up some bolts! :D  4 stacks of 5 (different animal bones and different quality, so that doesnt affect it), and then..  he went and sat in the dining hall, feet up, refusing to move.. i give up -_- --[[User:DJ Devil|DJ Devil]] 04:19, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Try removing his labor, and re-assigning it again. That usually will make him remember that he doesn't have any bolts and he will go fetch some. [[User:Speed112|Speed112]] 04:32, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:i did do, several times. i completely forgot about the 'arsenal dwarf', and in the raws it says he's in control of the ammo, so.. thinking i was onto a winner, i got my leader to become ONLY the arsenal dwarf, and my hunter was assigned some bolts. he went to pick them up fine, put them in his quiver fine, and then STILL refuses to go out hunting. i'm gonna fiddle about with the military section today, to see if i can get him to hunt via that :]--[[User:DJ Devil|DJ Devil]] 12:53, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:omg, he did it..! he shot some bolts at a few wolves! i r so proud of him ^-^   i created a squad uniform for my hunters (leather armour and any bows, minus the shield), put him as the sole occupant, and after a bit of scurrying 'round, he was set. i was wondering if you had to manually assign quivers, and how to do that (there doesnt seem to be an option for it) but fortunately you dont - he went and picked a new one up after dumping his 'hunting' one (inc. bolts). then going through the [s]quads screen, i selected squad [a], [k]ill, 'wolf', and he seemed happy enough to trot off after one of 'em. he actually killed two in a hundred bolts (the idiot was shooting from halfway across the map, through trees - go figure..), and he went and bludgeoned the third with his bone crossbow. i have organised a party at talc Table, if anyone would like to attend?--[[User:DJ Devil|DJ Devil]] 13:42, 16 May 2010 (UTC)&lt;br /&gt;
p.s. there should be more information on this page about the arsenal dwarf, and unless i'm being truly dense and missing something obvious (like the arsenal dwarf, for example.. lol), that hunting is completely bugged; even WITH animals at his disposal, and all the necessary items in his inventory, my hunter still wouldnt hunt.--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
::for a bit of an update; i have 4 &amp;quot;hunters&amp;quot;, with exactly the same labours turned on, but only one of them willing to hunt. he's been actively hunting for a while now, and the rest still have &amp;quot;no job&amp;quot; or something of the like. i have very little reason to construct a 'why' one will hunt, and the rest wont. all four are also in a military squad i sometimes use to chase off wildlife, with varying success - some dont re-equip a quiver/arrows before giving chase, some dont re-equip a bow, some dont equip anything (and before you say 'arsenal dwarf', i've removed all his labours but the arsenal dwarf one..). could it perhaps be something to do with the dwarves not dropping their military-assigned bows and picking up their hunting-assigned bow to become hunters again, and vice-versa? i.e. not being allowed to go hunting using the bow they've been assigned for military work? perhaps bolts have something similar stopping hunting-assigned bolts being used for military work, and vice-versa. i'm gonna have a play around with it and see what i figure out, anyway.. some help would be greatly appreciated xD  --[[User:DJ Devil|DJ Devil]] 00:24, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:okay, so i dont fully know why my hunters wouldnt hunt, but i now have THREE of them actively hunting 'til they run out of bolts. one of them still refuses to do a single thing, but that's also true of all his other tasks.. i dumped all the bows, ammo and quivers, reclaimed them, waited 'til they were back in the stockpiles, then asked them to re-equip (turned their hunting labours back on). as they had other jobs, it took a while, but two of them went after some prey once they'd done, with a bow, bolts, and a quiver. they continued until they ran out, which i believe is a current bug. then an indestructable titan showed up, and i had to 'end task', so tried it again with just dumping and reclaiming bows and quivers, which worked just aswell :]   i'm gonna presume it's something to do with the hunting/marksdwarves jobs clashing over which bows/bolts/quivers should be used, and the inability of the hunters to decipher between them (thus, not dropping a perfectly good hunting bow to pick up their military bow for military work, etc), and the quivers - if they have military bolts in them, they cant be used for hunting, and vice-versa. i think they definitely need to be dumped so the old ammo is cleaned out, before reequipping. i figured i'd bulletpoint a few tips, if it's not working for you...&lt;br /&gt;
* either they're a hunter, or a marksdwarf/soldier. both is buggy&lt;br /&gt;
* you must have a quiver per hunter to hold his bolts in.&lt;br /&gt;
* quivers need to be cleaned of previous bolts (via dumping of the quiver itself, or of the individual bolts held in the quiver(presumably, but dumping the quiver seems easier)). if the quiver was empty (like after your hunter had used the last of his bolts), then there are no problems.&lt;br /&gt;
* the arsenal dwarf must assign bolts to your hunters, specifically. i had my leader doing it along with the other 5 or so admin jobs, but have since employed a secondary bookkeeper to keep him free to &amp;quot;upgrade equipment manifests&amp;quot; and the like.&lt;br /&gt;
* once your hunters are out of bolts, and decide to bum about in the main hall, turn off their hunting labour, then put it back on again at some point (either immediately or after they've dumped their stuff - i dont think it makes a difference) for them to re-equip bolts (and possibly grab a new bow, too).&lt;br /&gt;
perhaps these (reworded) should be put on the wiki itself? i'm sure they could help other people in a similar predicament as i was :]&lt;br /&gt;
::i found out why it was, btw; known issue 0000605 - &amp;quot;When relieved from a squad, dwarves do not resume civilian jobs, even when squad is deleted entirely&amp;quot;. my first hunter was part of my military for a very short time before i assigned him to become a hunter. he started a combat drill, then i deleted the squad (cant remember the reason), and that's why he's not working as a hunter now, but the other 3 are. so apart from the arsenal dwarf delaying things, and i'm relatively sure the bolts affect things now and again (wrong material, or not the specifically assigned ones, etc), or the fact you gotta keep switching the hunting labour on and off.. i cant see too many problems with hunting in general--[[User:DJ Devil|DJ Devil]] 15:50, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Effect of Skill Levels? ==&lt;br /&gt;
Does anyone have any idea what happens as the skill gets higher? --[[User:Romeofalling|Romeofalling]] 19:45, 2 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:High skill, faster sneaking, less likely to be detected even after a few rounds of combat. At max, sneaking movement rate has no penalty, and it's possible to punch a colossus for a good couple of minutes before he notices you. Ranged ambushers probably make the most of this due to distance, esp with interference from melee squadmates.&lt;br /&gt;
: It's still kind of broken though (as of v.16), hostiles will still close in even if they don't detect the ambusher, and may attempt to swing, but usually miss. Also, fleeing NPCs and creatures will still run directly away from you even if unable to detect you. [[User:Uzu Bash|Uzu Bash]] 16:42, 13 October 2010 (UTC)&lt;br /&gt;
:: Well, imagine you're a giant hulking monster walking through the forest and suddenly an arrow flies out at you. Would you stand there dumbly, continue on your way, or go in the direction the arrow seemed to come from and try to root out the source of it? It feels like it's going against standard game mechanics, but this behavior is actually quite realistic for those more likely to fight than flee. No comment on panicked, fleeing people, though you'd imagine thieves might be so overly paranoid that a sound or split-second sighting that others might shrug off would catch their attention enough for their cowardly selves to get out of there. --[[User:Twilightdusk|Twilightdusk]] 00:22, 24 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132264</id>
		<title>v0.31 Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132264"/>
		<updated>2010-11-23T14:17:21Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Just stones? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I tried to create a table showing what all the different flux stones look like, and discovered that the wiki uses some extremely competent function calls to generate the sidebar info for stones. Where can I find info on how to use those functions? --[[User:Romeofalling|Romeofalling]] 22:46, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just stones? ==&lt;br /&gt;
&lt;br /&gt;
Are raw stones required for use as flux? or will blocks work as well? I'm wondering if it's possible to get caravans to bring me usable flux material, as they will bring over blocks, but not raw stones.--[[User:Twilightdusk|Twilightdusk]] 03:37, 23 November 2010 (UTC)&lt;br /&gt;
:Nope, blocks don't work. This was actually stated outright on the 40d version of the page, but nobody thought to mention that bit when they created the DF2010 page. --[[User:Quietust|Quietust]] 03:49, 23 November 2010 (UTC)&lt;br /&gt;
::Are we sure that the info is still valid? maybe it wasn't mentioned because nobody tested it yet.--[[User:Twilightdusk|Twilightdusk]] 14:17, 23 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132251</id>
		<title>v0.31 Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132251"/>
		<updated>2010-11-23T03:37:30Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Just stones? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I tried to create a table showing what all the different flux stones look like, and discovered that the wiki uses some extremely competent function calls to generate the sidebar info for stones. Where can I find info on how to use those functions? --[[User:Romeofalling|Romeofalling]] 22:46, 3 October 2010 (UTC)&lt;br /&gt;
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== Just stones? ==&lt;br /&gt;
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Are raw stones required for use as flux? or will blocks work as well? I'm wondering if it's possible to get caravans to bring me usable flux material, as they will bring over blocks, but not raw stones.--[[User:Twilightdusk|Twilightdusk]] 03:37, 23 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132250</id>
		<title>v0.31 Talk:Flux</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Flux&amp;diff=132250"/>
		<updated>2010-11-23T03:36:57Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Just stones? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I tried to create a table showing what all the different flux stones look like, and discovered that the wiki uses some extremely competent function calls to generate the sidebar info for stones. Where can I find info on how to use those functions? --[[User:Romeofalling|Romeofalling]] 22:46, 3 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Just stones? ==&lt;br /&gt;
&lt;br /&gt;
Are raw stones required for use as flux? or will blocks work as well? I'm wondering if it's possible to get caravans to bring me usable flux material, as they will bring over blocks, but not raw stones.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=132248</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=132248"/>
		<updated>2010-11-23T02:58:37Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Random mood crafting. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fell/Macabre Moods ==&lt;br /&gt;
I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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From what I've seen 'till now, they only pick from stuff that's already available, but don't care if there's ''enough'' available. So if you have, say, 1 bar of silver and 10 of copper, and the dwarf needs 2 bars of silver, he'll still stand there demanding bars. --[[Special:Contributions/190.160.169.53|190.160.169.53]] 02:38, 12 October 2010 (UTC)&lt;br /&gt;
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== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
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I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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- When my dwarf asked for Rock Bars I could fix it by making some iron bars.&lt;br /&gt;
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I'm getting *rock bars* and have everything in my fortress. Is this a confirmed bug? Never imported metal or metal bars in my fortress history and reading the above it may be related to *imported* metal bars or perhaps crafting metal bars from imported metal (which would explain why some can craft a metal bar and have it work, while others are locked to imported..) however can we get to the bottom of this? I'm not losing a man.. uh.. dwarf over the situation..&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
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:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
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Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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:I had this happen as well - I had six mussel shells laying around, nothing.  Built a Butchery, slaughtered a horse, and he immediately snapped up the 13 bones, kept screaming for body parts and logs.  So I sent a poor puppy to its doom for another 4 bones, and he immediately went to work.  Debnetig, a enormous horse bone corkscrew!  (That just sounds so wrong.)&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
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I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
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:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
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*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
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:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
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::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
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::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
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::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
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:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
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::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
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::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
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== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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I just had the same problem with a Magma forge; I used the same anvil to build a Metalsmith's forge below the old site and the dwarf happily claimed the MS F.[[Special:Contributions/76.29.33.118|76.29.33.118]] 18:35, 10 November 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
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== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
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::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
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:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
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== Yet another possible bug ==&lt;br /&gt;
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My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
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== And another bug... ==&lt;br /&gt;
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I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
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Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
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== Fell mood murder ==&lt;br /&gt;
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I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;br /&gt;
:Were both skills equal? Perhaps he migrated in as a proficient woodcrafter and mechanic? It may be that it only regards the level of their proficiency rather than their EXP value for it. --[[User:Eurytus|Eurytus]] 20:21, 16 September 2010 (UTC)&lt;br /&gt;
::In the previous major release, the skill with the most experience points was used; the level was not considered.  I don't see any reason for that to have changed.  I would suspect rust.  Savegame?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:24, 16 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma Forge vs. Normal Forge ==&lt;br /&gt;
&lt;br /&gt;
I had a Dwarf who got the Fey mood and didnt want to claim a Workshop. I built any possible Workshop, except a Forge, since I had a Magma Forge. The Dwarf didnt accept the Magma Forge but when i disassemled it and built a Normal Metlsmiths Forge he claimed it immediately. So it seems for moody dwarfs thats not the same. -- Blue Crake 30.10.10&lt;br /&gt;
:Yes, this sometimes happens.  Reported above, item #9.  Also reported several times on the 40d Talk Strange Mood page.  I'm glad you figured out the workaround.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:40, 30 September 2010 (UTC)&lt;br /&gt;
I wrote that to tell, that this is the case for the forge too, not only the glassmaker. I can`t find anything about this in the mainpage of DF2010 Moods. Shouldn`t it be here as well, as long as this bug (is it a bug or rather a caveat?) exists? Needing a normal forge is kinda counterintuitive, as moody dwarfs dont use fuel anyway. Also do moody dwarfs always take nonmagma-buildings or just sometimes? --[[User:Blue Crake|Blue Crake]] 10:42, 1 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
This seems like a bug to me, why does normal vs. magma matter? It really shouldn't. Just want to make sure this is noted as bug. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Pathaugen|Pathaugen]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: It's not a bug, it's a feature.  Maybe the dwarf doesn't like worrying about having his shiny artifact, or the components thereof, falling into a pool of magma through a careless elbow.  Maybe the dwarf prefers working in a cooler environment.  Or maybe the decision software merely selects the first type of workshop that can handle the strange mood, and it would be annoying to the developer to make it select magma workshops if you have only them, and non-magma workshops if you have only those. --[[User:DeMatt|DeMatt]] 21:38, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Being alpha, it's important to note intended vs. 'for now' interworkings so there is a nice wish list of how the game can improve in the future. Sure that's how it may work because of the programming, but with that mindset, the game is done and nothing else needs to change? I just think it's healthy having discussion instead of just putting all ideas off as nonsense because that's the way it is and always should be. [[User:Pathaugen|Pathaugen]] 05:22, 10 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I thoroughly agree with DeMatt here. This wiki is about how the game ''does'' operate, not how it ''should'' operate. There's no point in putting future-development wish-lists here - those belong on the bay12games forums. [[Special:Contributions/202.156.10.234|202.156.10.234]] 02:30, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Highest experience skill not chosen ==&lt;br /&gt;
&lt;br /&gt;
I just had a dwarf have a fey mood who had 3180 xp in metalcrafting and 3000 in all the other metalworking skills. I was expecting to get a legendary blacksmith out of the deal, which I really could have used, but instead she ended up making a crossbow and being a legendary weapon smith (which I already had...) So apparently they don't always take the highest xp, perhaps its actually just picked at random amongst the highest talent level, since by level all 4 moodable skills were equal.&lt;br /&gt;
[[User:Barbarossa6969|Barbarossa6969]] 15:26, 21 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== multiple items not always displayed longer ==&lt;br /&gt;
&lt;br /&gt;
Regarding the &amp;quot;2 seconds per item needed&amp;quot; rule, I've found that it doesn't always apply. I've seen certain materials displayed for the same 2 seconds as everything else, but sometimes (not always) multiples of the material are collected. I've seen it happen with (at least) wood, bone, and cloth, and usually (always?) in threes. I think it also tends to be the ''primary'' material (1st thing gathered, and the thing the artifact is eventually listed as being made from), but I'm not as sure about that. It's an important point, and might be the cause of many of the complaints of &amp;quot;he said he needed X, and I had plenty of X around!&amp;quot; (i.e. he actually needed more X-1) [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:54, 22 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Random mood crafting. ==&lt;br /&gt;
&lt;br /&gt;
One of my dwarves got a possessed mood during a stage where I'm still setting up my various workshops. The only moodable skill he had was Tanning, so I built a leatherworks and tanner's shop, but he still just hung around the meeting area. I decided to ignore him and set up a craftsdwarf workshop for another reason, and suddenly this dwarf goes and claims it. Is it possible that moods, possibly just possessed moods, can choose skills that the dwarf does not have in the slightest? will update when the item is finished --[[User:Twilightdusk|Twilightdusk]] 02:58, 23 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tile_attributes&amp;diff=132185</id>
		<title>v0.31 Talk:Tile attributes</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Tile_attributes&amp;diff=132185"/>
		<updated>2010-11-22T03:47:17Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /*  Above Ground and Light */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Inside / Dark / Above Ground==&lt;br /&gt;
As the title suggests, I managed to find tiles marked as {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} due to overtaking a human civilization inside some obsidian towers.&lt;br /&gt;
[http://i29.photobucket.com/albums/c269/StormEagle14963/insidedarkaboveground.png]&lt;br /&gt;
It's not that important, really; the {{DFtext|Inside |6:0}}{{DFtext|Dark |0:1}}{{DFtext|Above Ground|2:1}} combination is likely very rare.  Also, some further information on the tile attributes' effects on things like cave adaptation would be welcome; &amp;quot;Outside vs. Inside&amp;quot; is well-documented on this page, but comparisons of the other attributes are less so.  I'd do it if I wasn't clueless.--[[User:JonTheRed|JonTheRed]] 18:57, 20 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Is this attribute permanent?==&lt;br /&gt;
Let's say, for example, that you shave off the top of a hill.  Will the recently exposed land support outdoor crops?  Before the dorfs unearthed it, those tiles would've been Inside, Dark, Sub. 69.255.106.217&lt;br /&gt;
&lt;br /&gt;
: As far as I know any tile exposed to sunlight will remain &amp;quot;light&amp;quot; permanently (unsure what happens when  it's constructed over) and the tile is able to grow above-ground crops, as well as prevent cave-adaptation. 169.231.11.147&lt;br /&gt;
&lt;br /&gt;
:: Yes, it's currently permanent, updated the page to reflect this. [[User:Calite|Calite]] 00:01, 4 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==  Above Ground and Light ==&lt;br /&gt;
&lt;br /&gt;
''Once an area is exposed to the outside world, it is Above Ground and Light''&lt;br /&gt;
&lt;br /&gt;
If this is the case, how is it possible to have Inside, Dark, Above Ground tiles?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132176</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132176"/>
		<updated>2010-11-22T00:09:38Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Locked VS. Forbiden? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;br /&gt;
:No. Tightly closed doors cannot be opened by any tame animal, AFAIK. --[[User:Romeofalling|Romeofalling]] 20:51, 3 October 2010 (UTC)&lt;br /&gt;
::Yes. Dwarves let ANY animals through tightly closed doors. Or rather, animals waiting by a tightly closed door will sneak through whenever a dwarf opens it. [[User:GhostDwemer|GhostDwemer]] 19:20, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Locked VS. Forbiden? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any option to lock a door, but there is an option to forbid a door, preventing your dwarves from passing through. Is this the same as locked? in any event, the term seems to have changed in the new version unless I'm misunderstanding things.--[[User:Twilightdusk|Twilightdusk]] 01:05, 21 November 2010 (UTC)&lt;br /&gt;
:A door set to &amp;quot;forbid passage&amp;quot; (i.e. &amp;quot;Forbidden&amp;quot; in the {{K|q}} menu) is {{K|l}}ocked. Actually {{K|f}}orbidding the built door (via the {{K|t}} menu) has no effect. --[[User:Quietust|Quietust]] 01:10, 21 November 2010 (UTC)&lt;br /&gt;
:: So, should the article be updated with the new wording? --[[User:Twilightdusk|Twilightdusk]] 00:09, 22 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=132162</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=132162"/>
		<updated>2010-11-21T21:11:37Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civilians don't sleep here? ==&lt;br /&gt;
&lt;br /&gt;
''As of the newer version, civilians will no longer sleep in open beds within a defined barracks''&lt;br /&gt;
&lt;br /&gt;
Um, I've personally observed civilians sleeping in Barracks beds consistently, even as my soldiers are training in it, is this a bug in my personal game or is this info incorrect?--[[User:Twilightdusk|Twilightdusk]] 21:11, 21 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=132161</id>
		<title>v0.31 Talk:Barracks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Barracks&amp;diff=132161"/>
		<updated>2010-11-21T21:11:22Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Civilians don't sleep here? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Civilians don't sleep here? ==&lt;br /&gt;
&lt;br /&gt;
''As of the newer version, civilians will no longer sleep in open beds within a defined barracks''&lt;br /&gt;
&lt;br /&gt;
Um, I've personally observed civilians sleeping in Barracks beds consistently, even as my soldiers are training in it, is this a bug in my personal game or is this info incorrect?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&amp;diff=132159</id>
		<title>v0.31:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Advanced_world_generation&amp;diff=132159"/>
		<updated>2010-11-21T21:07:14Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Rated article &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Tattered|21:07, 21 November 2010 (UTC)}}{{av}} &lt;br /&gt;
= Advanced Parameters =&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world tokens]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12games.com/forum/index.php?topic=20638.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Caverns Parameters ==&lt;br /&gt;
&lt;br /&gt;
=== Cavern Layer Number ===&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three.&lt;br /&gt;
&lt;br /&gt;
If this is 0 then you will not have Caverns on your map. Note that disabling caverns will make it impossible to grow any underground plants because none will exist for your civilization to cultivate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_COUNT:3]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Openness min\max ===&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. A low value will create a network of small tunnels (like the old 40d caves) while a high value creates large open caverns.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_OPENNESS_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Passage Density min\max ===&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density is set to maximum then you will get a maze like network of small criss-crossing passages. If density is reduced then there will be fewer passages. A high density can cause more open space because the passages will overlap. If you want the largest open spaces possible then increase the density and openness together.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Layer Water min\max ===&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Magma Layer ===&lt;br /&gt;
&lt;br /&gt;
Magma sea 4-5 layers at the bottom of map.&lt;br /&gt;
&lt;br /&gt;
Value 1 forces magma layer, value 0 appears to prevent it.&lt;br /&gt;
&amp;lt;br /&amp;gt;Appears not have impact on volcanoes, nor vulcanism, so even if 0 there will still be emark locations with magma.&lt;br /&gt;
&amp;lt;br /&amp;gt;If a volcano exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&amp;lt;br /&amp;gt;(Unconfirmed whether magma layer still can occur if HFS exists in a specific embark tile, e.g. Temple).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bottom Layer ===&lt;br /&gt;
&lt;br /&gt;
Cavern below magma sea. &lt;br /&gt;
If &amp;quot;yes&amp;quot; the &amp;quot;HFS&amp;quot; layer is always present.&lt;br /&gt;
Defaults to &amp;quot;yes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If turned on, will force the magma layer above it.&lt;br /&gt;
&amp;lt;br /&amp;gt;(Unknown whether this has any impact on occurrence of HFS temple)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example:&amp;lt;blockquote&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Z Levels ===&lt;br /&gt;
'''[Previous table clear as mud; this table murky pool.]'''&lt;br /&gt;
&lt;br /&gt;
Following table based on having 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|file tag&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_GROUND&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden: &amp;lt;!-- Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine IF it was impacting the cavern previously. --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_ABOVE_LAYER_5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;!-- Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| LEVELS_AT_BOTTOM&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Whip_vine&amp;diff=132114</id>
		<title>v0.31 Talk:Whip vine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Whip_vine&amp;diff=132114"/>
		<updated>2010-11-21T05:17:44Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Caravan */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think the type of the item should be stated in this wiki articles.&lt;br /&gt;
&lt;br /&gt;
In this case: food.&lt;br /&gt;
&lt;br /&gt;
But as i added: &amp;quot;Stored in food stockpile.&amp;quot; is not good enough :P&lt;br /&gt;
&lt;br /&gt;
What standard should we use then?&lt;br /&gt;
[[User:WurmD|WurmD]] 07:57, 20 April 2010 (UTC)&lt;br /&gt;
:The type of item is not &amp;quot;food&amp;quot;, but '''plant''' - you grow it at farm plots or harvest it from shrubs. --[[User:Quietust|Quietust]] 20:42, 19 April 2010 (UTC)&lt;br /&gt;
::&amp;lt;Nods&amp;gt; The &amp;quot;standard&amp;quot; is whether you can eat the item - and a dwarf cannot eat a whip vine, therefore it is '''not''' &amp;quot;food&amp;quot;. (And please sign your posts.)--[[User:Albedo|Albedo]] 04:36, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Caravan ==&lt;br /&gt;
&lt;br /&gt;
I recently got some Whip Vine Seeds from an Elven caravan, but this page doesn't mention being able to get them from caravans (compared to other articles that tend to specify if they can be traded for in this way), should this be added to the article?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Boulder&amp;diff=132111</id>
		<title>v0.31:Boulder</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Boulder&amp;diff=132111"/>
		<updated>2010-11-21T04:01:46Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|22:20, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
A '''boulder''' is a {{L|map tile}} that occurs randomly across the surface of the world. Boulders represent fragments of various {{L|stone}} types. They can impede the movement of wagons and get in the way of construction projects on land but can be walked over by {{L|dwarves}} and other {{L|creature}}s. To remove a boulder, access the {{k|d}}esignations menu and {{k|s}}mooth stone, click on the stone and an {{L|engraver}} should come along to turn the boulder into a smooth rock {{L|floor}}. The resulting floor is the material of the boulder rather than the apparent surrounding material of the ground that the boulder was on.&lt;br /&gt;
&lt;br /&gt;
If you wish to remove a boulder without creating a smoothed tile in its place, there is {{L|Exploit|another way}}. Simply designate a wall to be constructed on top of the boulder. After it has been constructed, designate it to be removed. Due to a {{L|bug}}, when a dwarf removes the wall, the floor will be replaced by the dominant floor tile of the area (usually soil).&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=132103</id>
		<title>v0.31 Talk:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Dog&amp;diff=132103"/>
		<updated>2010-11-21T01:26:41Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Puppies to Dogs? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We don't know ==&lt;br /&gt;
&lt;br /&gt;
* how much more damage war dogs do than regular dogs. &lt;br /&gt;
* if dogs are still the best purchase at the embark screen for meat&lt;br /&gt;
* that the comments about war dogs being &amp;quot;weak&amp;quot; still have any merit: personal experience suggests a pack of them are very dangerous indeed&lt;br /&gt;
&lt;br /&gt;
'''This still needs to be tested.'''&lt;br /&gt;
&lt;br /&gt;
== Still relevant? ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Can War Dogs breed? I've converted my entire fortress canine population into war dogs, and haven't seen any dog birth messages in a while. --[[Special:Contributions/162.83.223.4|162.83.223.4]] 20:29, 10 August 2010 (UTC)&lt;br /&gt;
:How many dogs do you have? If you've got more than 50 or so, you won't get any more births. --[[User:Quietust|Quietust]] 21:43, 10 August 2010 (UTC)&lt;br /&gt;
::I often take 1 male wardog and 2 female normal dogs at embark and this always led to little, cute puppys.--[[User:Used|Used]] 06:10, 11 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Guard dogs in cages? ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
You can assign dogs to cages or restraints to act as guard dogs.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Does this work? would a dog (or other creature) in a cage spot a hidden ambusher if they walked past him? I have my doubts about this&lt;br /&gt;
--[[User:Syndic|Syndic]] 13:50, 30 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Dogs in cages do '''not''' spot enemies, dogs tied to restraints will do. --[[User:Used|Used]] 08:16, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unassigning dogs possible? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
Note: Once a dog is assigned to a dwarf it can not be unassigned nor placed in a cage.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It seems that if you designate an assigned dog for slaughter and then undesignate it, it becomes available for reassignment?&lt;br /&gt;
--[[Special:Contributions/80.255.214.156|80.255.214.156]] 12:52, 2 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Puppies to Dogs? ==&lt;br /&gt;
&lt;br /&gt;
How long does it take for a puppy to grow into a dog that's ready for training?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132100</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132100"/>
		<updated>2010-11-21T01:05:39Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Locked VS. Forbiden? */ forgot signature before&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;br /&gt;
:No. Tightly closed doors cannot be opened by any tame animal, AFAIK. --[[User:Romeofalling|Romeofalling]] 20:51, 3 October 2010 (UTC)&lt;br /&gt;
::Yes. Dwarves let ANY animals through tightly closed doors. Or rather, animals waiting by a tightly closed door will sneak through whenever a dwarf opens it. [[User:GhostDwemer|GhostDwemer]] 19:20, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Locked VS. Forbiden? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any option to lock a door, but there is an option to forbid a door, preventing your dwarves from passing through. Is this the same as locked? in any event, the term seems to have changed in the new version unless I'm misunderstanding things.--[[User:Twilightdusk|Twilightdusk]] 01:05, 21 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132099</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=132099"/>
		<updated>2010-11-21T01:00:53Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Locked VS. Forbiden? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
:From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;br /&gt;
::I've confirmed wood having the same old, looking to test glass portals. I've tested with all of the metals I possess, and they now have the same graphic as stone. [[User:The Architect|The Architect]] 20:20, 27 April 2010 (UTC)&lt;br /&gt;
:::Hornblende seems to use a different graphic from the other materials, for some reason. [[User:Minus|Minus]] 19:26, 22 May 2010 (UTC)&lt;br /&gt;
:::: Olivine has another graphic, too. It has that gem graphic. I was confused when I first saw that. --[[User:Niggy|Niggy]] 19:38, 22 May 2010 (UTC)&lt;br /&gt;
&amp;quot;Keep locked: The door can not be passed unless it is unlocked or destroyed. Dwarves, animals, both wild and tame, and most invaders will all be unable to pass.&amp;quot;, This doesn't seem to be the case.  It seems that goblins and kobolds both can take possession of your doors and unlock them.  Can someone please confirm?&lt;br /&gt;
:Most invaders will be stopped.  However, [[DF2010:Thief|thieves]] will not be.  Hmm... the article should mention this... I'll fix it.  --[[User:Kyle Solo|Kyle Solo]] 15:32, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Work dogs? ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves let animals that are assigned to them through a tightly-closed door (ex, soldiers let their war dogs in)? --[[User:MarauderIIC|MarauderIIC]] 03:53, 13 September 2010 (UTC)&lt;br /&gt;
:No. Tightly closed doors cannot be opened by any tame animal, AFAIK. --[[User:Romeofalling|Romeofalling]] 20:51, 3 October 2010 (UTC)&lt;br /&gt;
::Yes. Dwarves let ANY animals through tightly closed doors. Or rather, animals waiting by a tightly closed door will sneak through whenever a dwarf opens it. [[User:GhostDwemer|GhostDwemer]] 19:20, 9 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Locked VS. Forbiden? ==&lt;br /&gt;
&lt;br /&gt;
I don't see any option to lock a door, but there is an option to forbid a door, preventing your dwarves from passing through. Is this the same as locked? in any event, the term seems to have changed in the new version unless I'm misunderstanding things.&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=132097</id>
		<title>v0.31:Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Stockpile&amp;diff=132097"/>
		<updated>2010-11-21T00:51:17Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Picks not normally used as weapons, listed under weapons in stockpile settings. believed it was worth noting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:46, 22 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where {{L|dwarf|dwarves}} will store items of various types. Dwarves with the corresponding &amp;quot;{{L|hauling}}&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items to and from them. Items in a stockpile may be stored in {{L|bag|bags}}, {{L|barrel|barrels}} or {{L|bin|bins}} (see {{L|Using bins and barrels}}). Seed bags can go inside barrels.&lt;br /&gt;
&lt;br /&gt;
== Allocating stockpiles == &lt;br /&gt;
&lt;br /&gt;
To allocate an area as a stockpile, use the {{key|p}} menu. The right-hand menu pane will list all the stockpile categories, and the appropriate key to press to begin allocating that type. Allocating an area works exactly the same as designating an area. Press {{k|Enter}} to specify the first corner of the stockpile, use the primary movement keys to move the cursor to the opposite corner, and press {{k|Enter}} again. This will create a stockpile of the chosen type that occupies the area between the two corners specified. If the chosen area has parts that cannot be made into a stockpile, like a {{L|wall}}, a {{L|workshop}}, or an already existing stockpile, a stockpile will be created but they will not be part of it.&lt;br /&gt;
&lt;br /&gt;
Removing a stockpile works exactly the same, but choose {{key|x}}: Remove Designation. This will un-designate the specified area. It is possible to create a single stockpile with a shape other than a rectangle by using the Remove Designation tool to remove only part of the stockpile.&lt;br /&gt;
&lt;br /&gt;
Stockpiles cannot be expanded once created; you must delete the pile and create a new one.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Once a stockpile has been allocated, dwarves will automatically move items to the stockpile when they are available, and as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Additional behavior also includes the fact that dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile.&lt;br /&gt;
&lt;br /&gt;
When dwarves need an item for a particular task, they will head to the nearest (again, not counting any obstructions that may lie in the way) item of the correct type, regardless of whether it is in a stockpile or not. Apart from some exceptions, items do not have to be stockpiled at all. Players are generally advised to avoid stone stockpiles, because stone {{L|hauling}} jobs take an extreme amount of time for unskilled dwarves, due to the weight hauled.&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile next to the workshop. This will speed up production as the crafter in question only has to take a few steps to obtain the material. It also has a useful side-effect, in that as soon as the crafter picks up the piece of material, the stockpile will issue a new task to fetch another piece of that material. Because that crafter is busy, that hauling job will be taken by another {{L|dwarf}}. This speeds up a queue of jobs, as other dwarfs perform the time-consuming distant haul whilst the crafter actually makes the items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous -- if you don't have a stockpile for {{L|gem|gems}}, your {{L|jeweler}} will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get {{L|clutter|cluttered}} and suffer production slowdowns if you let items pile up in them, so it's important to regularly clear out workshops when they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Take from a stockpile ==&lt;br /&gt;
&lt;br /&gt;
Another feature of stockpiles, currently in a limited form, allows you to tell dwarves to fill one stockpile not only with unstockpiled items, but also those located on another stockpile that accepts those items. To specify such a flow, use the {{k|q}} menu, and highlight the ''destination'' stockpile. Press {{k|t}}, and, using the cursor, highlight another stockpile and press {{k|Enter}}. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. To stop the first stockpile from taking items from the second, use the {{K|q}} menu on the first one, highlight the unneeded stockpile in the list using {{K|+}} and {{K|-}} and press {{K|d}}'''elete Selected'''.&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles, but can only have one stockpile taking from it in turn.  This limit applies even if the two stockpiles you want it to feed into don't share a single material that can be stored in both of them.  Additionally, you can't make two stockpiles feed into each other, although larger loops (e.g. 3 stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
However, despite these limitations, enough micromanagement will allow for effective and (relatively) streamlined supply chains.  For example, you can speed up {{L|wood cutting|lumber harvesting}}, {{L|carpentry}}, ''and'' {{L|ash}} and {{L|charcoal}} production by putting several wood stockpiles near the various {{L|Chop_down_trees|tree-felling areas}}, then one large &amp;quot;primary&amp;quot; stockpile near the {{L|carpenter's workshop}} that takes from those small ones, and then finally, a small stockpile near the {{L|wood furnace}} that takes from the primary one.&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
&lt;br /&gt;
==={{L|Ammo}}===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except siege engines). It can use {{L|bin|bins}} to consolidate up to 100 units of ammo.&lt;br /&gt;
&lt;br /&gt;
==={{L|Animal}}===&lt;br /&gt;
{{L|Creature|Animals}} stored in {{L|cage|cages}} that are not affixed to a location will be stored in these stockpiles. {{L|Animal trap|Traps}} used for capturing wild animals and empty {{L|cage|cages}} are also stored here.&lt;br /&gt;
&lt;br /&gt;
==={{L|Armor}}===&lt;br /&gt;
Armor of all types is stored here. This kind of stockpile can use bins to consolidate up to 10 items. There is no preference for specific body parts. All types of armor can be stored in {{L|bin|bins}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Bar}}/{{L|Block}}===&lt;br /&gt;
Bars of smelted {{L|metal}} and blocks of cut stone and {{L|glass}} are kept here after being processed by the {{L|smelter}}, {{L|mason's workshop|mason's workshops}}, and {{L|glass furnace|glass furnaces}}, before being used for other purposes. Weirdly, {{L|ash|ashes}}, {{L|potash}}, {{L|soap}}, {{L|charcoal}}, and {{L|coke}} from the {{L|wood furnace}}, {{L|ashery}}, {{L|alchemist's laboratory}} and smelter will also be stored here. Like with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. {{L|Bin|Bins}} can be used to consolidate up to 10 bars and blocks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Cloth}}===&lt;br /&gt;
Woven cloth and {{L|thread}} from the {{L|loom}} is stored here. {{L|Bin|Bins}} can be used to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|Currency|Coins}}===&lt;br /&gt;
Minted coins are kept here. Bins can be used to consolidate up to 3000 coins, which is equivalent to six new coins stacks.&lt;br /&gt;
&lt;br /&gt;
==={{L|Finished goods|Finished Goods}}===&lt;br /&gt;
Finished goods created by the {{L|craftsdwarf's workshop}}, as well as the {{L|clothier's shop}} and the {{L|leather works}}, are placed here before being used in trade or other uses. This type of stockpile can use {{L|bin|bins}} to consolidate up to 25 items.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Food}} ===&lt;br /&gt;
&lt;br /&gt;
As one would assume based on the name, food is stored here. Unexpectedly, {{L|lye}}, {{L|giant desert scorpion}} venom, bags of {{L|dye}}, and {{L|Fire snake|liquid fire}} are as well. Raw {{L|fish}} is brought here before being processed by {{L|fishery}} and turned into edible {{L|meat}}. Drinks are always stored in {{L|barrel|barrels}}. Seeds can be stored in {{L|bag|bags}}, whereas other food items can be stored in {{L|barrel|barrels}} (up to 10 items per barrel, but note that&lt;br /&gt;
the stack +Cow meat roast [8]+ would count as eight items.) &lt;br /&gt;
&lt;br /&gt;
Note that {{L|prepared meal|prepared meals}} in stacks larger than ten (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will not rot once placed in a food stockpile, and still only take up one space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels. If you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food stockpiles should in most cases be specified as things like {{L|seed}} stockpiles or meat stockpiles or unprepared fish stockpiles; there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
==={{L|Furniture}} Storage===&lt;br /&gt;
Completed items from the {{L|carpenter's workshop}}, mason's workshop, and {{L|mechanic's workshop}} will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with {{L|sand}} can also be stored in furniture stockpiles.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
==={{L|Gem}}===&lt;br /&gt;
This stockpile stores gems and raw {{L|glass}}, both cut and uncut, before being used in a construction. It can use {{L|bin|bins}} to consolidate up to 10 gems.&lt;br /&gt;
&lt;br /&gt;
==={{L|Graveyard}}===&lt;br /&gt;
Dead dwarves and {{L|pet|pets}} that have no burial location will be placed here. If placed indoors, decaying bodies will generate {{L|miasma}}, but {{L|bone|bones}} will not be removed at the end of the season. Rotting {{L|pet|pets}} or {{L|friend|friends}} gives dwarves unhappy {{L|thought|thoughts}} unless they are given a proper burial in a {{L|tomb}}.&lt;br /&gt;
&lt;br /&gt;
==={{L|Leather}}===&lt;br /&gt;
Leather, which is produced at a {{L|Tanner's shop}}, will be kept here. Like most stockpiles, it can use {{L|bin|bins}} to consolidate up to 10 items.&lt;br /&gt;
&lt;br /&gt;
==={{L|refuse stockpile|Refuse}}===&lt;br /&gt;
Since dwarves hate rot because of the miasma it spreads when in an enclosed place like a {{L|cave}}, any garbage item that can rot will be stored in a refuse stockpile. Also, any XXdamaged itemsXX will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance. If placed indoors, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason it is sensible to build {{L|door|doors}} to all of your indoor refuse stockpiles - the miasma won't spread through a closed door so only dwarves with business in the room will be bothered by the rot. An alternative to this is to dig {{L|channel|channels}} down from the surface, creating an outside area inside your fortress. You can place your refuse stockpile here and whilst it will be in your fort it will technically be outside and won't generate miasma. &lt;br /&gt;
&lt;br /&gt;
{{L|Bone}}s, {{L|skull}}s, and {{L|shell}}s are also stored here, whether they be from defeated enemies or raw food processing. If left in an area with high {{L|vermin}} levels, these will randomly disappear. Refuse stockpiles can be restricted to store only {{L|bone}}s, {{L|skull}}s, {{L|shell}}s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a {{L|Activity_zone#Garbage_Dump|garbage dump}}. A garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump '''''refuse type'' in {{k|o}}-{{k|r}} will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Also note that if you allow bins to be used on your refuse pile, damaged clothing will be stored in it, allowing for more efficient use of your pile.&lt;br /&gt;
&lt;br /&gt;
==={{L|Stone}}===&lt;br /&gt;
Rough stone will be stored here, as well as {{L|ore}}. Given the extreme abundance of stone, it is very likely for this stockpile to fill up quickly, making stone stockpiles largely ineffective for {{L|Stone_management|dealing with excess stone}}.  Probably the best use of stone stockpiles is to make sure that workshops and smelters, catapults, and impending construction projects have their materials close at hand.  Be aware that these things can use up a lot of stone very quickly, leading to your dwarves scurrying around the fortress trying to keep up.  To avoid stone hauling when you don't want it, you can slow down or stop the nearby usage, allowing the stockpile to fill back up (and thus no longer need more stone), or you can set the dwarves to ignore minerals in {{key|o}}rders and options.&lt;br /&gt;
&lt;br /&gt;
==={{L|Weapon|Weapons}}===&lt;br /&gt;
Weapons of all types are stored here by default, including the weapons that dwarves do not use, picks, and trap components. {{L|Bin|Bins}} can be used to consolidate up to 10 weapons of any type.&lt;br /&gt;
&lt;br /&gt;
==={{L|Wood}}===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by the carpenter's, woodburner's or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an {{L|Tower-cap|underground tree farm}}. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
&lt;br /&gt;
With custom stockpiles you can change which types of materials, goods, etc, can be stored in that pile. Any types of things can be mixed, so you could have a stockpile that will hold raw {{L|turtle}}, {{L|mechanism|mechanisms}} and all stone types apart from {{L|onyx}} if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal Crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Highlighting a stockpile with {{key|q}}, then pressing {{key|s}} will allow you to adjust the stockpile settings or in the {{key|p}} menu you can press {{key|t}} to adjust a custom stockpiles settings before placing it with {{key|c}}. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal {{L|ore|ores}}' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
Note that using {{key|q}} also allows you to adjust the number of bins or barrels that a stockpile will use.  By default, if the item can be stored, it will try to fill the entire stockpile with that type of container.  This can be troublesome, especially early in the game when you don't have nearly enough to go around.&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
The '''Stockpile Settings''' screen is weird to use. In the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected.&lt;br /&gt;
&lt;br /&gt;
You navigate this screen with {{key|+}} and {{key|-}}, and left and right on the arrow keys. {{key|e}} and {{key|d}} are used to enable and disable the categories. {{key|a}} and {{key|b}} are used to allow or disallow all the subcategories. {{key|p}} and {{key|f}} will permit or forbid individual subcategories. These six keys work no matter which column you have selected, though the last 4 will not always be available.&amp;lt;br&amp;gt;{{key|Enter}} will toggle individual item types.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled with {{key|u}} and sometimes {{key|j}}.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty cages and Empty animal traps&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| Prepared food&lt;br /&gt;
|-&lt;br /&gt;
| Furniture &lt;br /&gt;
| Sand bag&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| usable and unusable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile then they become loose items and your dwarves will move them to a more suitable stockpile should one exist.&lt;br /&gt;
&lt;br /&gt;
== Uses for Custom Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the {{L|kitchen|kitchens}}, your {{L|floodgate|floodgates}} and mechanisms near the {{L|room|rooms}} that need {{L|statue|statues}} and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then an indoor pile near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it's relevant have a 'materials' option.&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '{{L|charcoal}} only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: {{L|seed|seeds}} and {{L|potash}}. (If your {{L|ashery}} is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: {{L|ore|ores}} and {{L|flux}}.&lt;br /&gt;
* Sandpile: {{L|sand}} bags.&lt;br /&gt;
* Clothes Plus: a cloth stockpile that also includes {{L|dye|dyes}}. (Dyes normally count as food.)&lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to {{L|skin|skins}}, a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: {{L|List of crops|brewable plants}}. &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept {{L|Alcohol|drinks}} scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have setup for your brewers or your metalsmiths. If you can keep each stockpile constantly being filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or locking dwarves in so that local stockpile is the only one they can {{L|path}} to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of {{L|artifact|artifacts}} means the materials used in them can have drastic effects, sometimes even into the ''{{L|Value|millions}}''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to insure that you will get the most out of each {{L|strange mood}}.  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress and the loss of an artifact can result in a very bad {{L|thought}} for the creator. Keep valuable artifacts safe from {{L|thief|thieves}} in a special stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near kitchens. For that matter, store both fat and tallow near kitchens for efficient rendering.&lt;br /&gt;
* Mason's Stone: Since a mason's workshop doesn't let you pick what type of stone to use, use customized stone stockpiles to provide some of that control. On maps with mass {{L|flux}} stone, a small stockpile for flux stone near masons' workshops can boost the values of stone furniture in general.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Any 'metal' in second column have stones, oozes, jewels in third column. Very unexpectedly.&lt;br /&gt;
[[Category:Stockpiles]]&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=132051</id>
		<title>v0.31 Talk:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Thought&amp;diff=132051"/>
		<updated>2010-11-20T05:07:15Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: `&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Effects of Thoughts==&lt;br /&gt;
 As of [[DF2010]], some negative thoughts make the dwarf work much more slowly.  The dwarf will&lt;br /&gt;
 continue to work for a time, presumably until the negative thought becomes unbearable, and &lt;br /&gt;
 then will go attempt to resolve the thought by eating, sleeping, drinking, or some other action.&lt;br /&gt;
Um... no. The thoughts do not cause the dwarf to slow down - the thoughts are a result of the pre-existing [[40d:Status icons|status]], which is what both slows them down and causes the thought.  That is, they get hungry or tired or whatever, and then they both slow down and have the bad thought about the cause.  This is like saying that if a dwarf has a bad thought about losing their foot to magma, the bad thought is what burned their foot off.--[[User:Albedo|Albedo]] 20:22, 6 April 2010 (UTC)&lt;br /&gt;
:Hmm. I was just going by observation... I hadn't even seen this string dump business. I saw there was no new article, and sought to get one started. Also, why not fix the mistake instead of making nice big comments detailing the error on the talk pages for both me and the article? [[User:Garanis|Garanis]] 21:07, 6 April 2010 (UTC)&lt;br /&gt;
:Also, there are some ''very strange'' unhappy thoughts in that string dump. Gems such as: &amp;quot;has been attacked by a dead and still annoying acquaintance lately&amp;quot; and &amp;quot;had a terrifying nightmare about an army of the dead.&amp;quot; I've never seen these, even in some terrifying fortresses. I don't think theres an reason to include everything in the string dump in these lists.[[User:Garanis|Garanis]] 21:20, 6 April 2010 (UTC)&lt;br /&gt;
::&amp;quot;By observation&amp;quot; is not a recommended nor perfectly reliable approach, especially not without independent confirmation.  Adding &amp;quot;something&amp;quot; to a blank page is, actually, ''not'' better than if it's flawed and misleading, not for the newbie who's relying on it for their information.  And I did fix it - I deleted it. And just now I fixed what you put in its place. &amp;lt;br /&amp;gt;As for unusual thoughts, the wiki doesn't care so much what one individual has or hasn't seen, it only cares about what is useful to the community - and that's up to the users. I was just tossing it out as a suggestion.  (And how many &amp;quot;terrifying fortresses&amp;quot; have you had so far in the new version? nm - rhetorical question - but one that leads us back to &amp;quot;independent confirmation&amp;quot;, or the lack of it.) --[[User:Albedo|Albedo]] 21:35, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Regardless of the semantic issues, the way dwarves handle thirst, hunger, and fatigue has changed. Unlike 40d, dwarves now wait to fulfill their needs. This fact should be represented somewhere. Maybe [[Thought]] isn't the best place for it. Should I wait for someone to independently verify that dwarves need food before I go start that article? Where is the best place to ask for independent verification?[[User:Garanis|Garanis]] 21:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well I do remember something in the dev plans about bringing back the old zombie attacks from the 2D version, I think that will be part of whatever he has planned, and that first thought was hilarious [[Special:Contributions/24.255.86.193|24.255.86.193]]&lt;br /&gt;
&lt;br /&gt;
One of the Happy Thoughts is &amp;quot;took someone to bed recently&amp;quot;? Surely this is a reference to carrying out healthcare duties and not truly as scandalous the article currently suggests. Should we amend?&lt;br /&gt;
&lt;br /&gt;
There are much more thoughts than those in that list. We should make that list bigger. --[[User:Niggy|Niggy]] 19:47, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyone thought about finding the values for each thought?  I know that some vary based on preferences, but having a base value would be helpful.  Also, Defacement now is a huge hit on happiness and is no longer divided by the number of masterworks. Every dwarf that has had a defacement in my games goes to miserable(0) until the thought goes away. With some having nearly a thousand master works, I doubt the old system of 1000/# of masterworks still applies.  Can I get a Verification?&lt;br /&gt;
&lt;br /&gt;
==Personal Hygiene==&lt;br /&gt;
I've also noticed the positive thought &amp;quot;had a nice bath recently&amp;quot;, but I'm not sure where the dwarf could have possibly had it. Perhaps at my pond? Definitively not ''in'' the pond, there is no ramp or stairs in it.--[[User:Doub|Doub]] 08:14, 1 May 2010 (UTC)&lt;br /&gt;
:Outdoor ponds are definitely good for this (I've seen dwarfs do it), not sure about brooks or rivers w/o ramps. Further investigation required. I'm also not sure whether the dwarf needs to be able to physically get into the pond to take a bath.--[[User:Nimblewright|Nimblewright]] 11:36, 24 May 2010 (UTC)&lt;br /&gt;
::Maybe it used Soap?--[[Special:Contributions/186.124.211.173|186.124.211.173]] 22:00, 17 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Filling in the blank spaces ===&lt;br /&gt;
* &amp;quot;Was upset that a criminal could not be properly punished&amp;quot;: A noble's mandate was not met, but the offender was able to avoid punishment&lt;br /&gt;
* &amp;quot;Was irritated at having to haul somebody to bed lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
* &amp;quot;Was irritated at having to give somebody (food/water) lately&amp;quot;: Dwarf doing the hauling has the trait &amp;quot;Doesn't like helping others&amp;quot;&lt;br /&gt;
&lt;br /&gt;
21:50, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Complained about the draft lately.&amp;quot; ??  I see this in early forts a lot, even if I have doors in place. Related to a dwarf who doesn't like it having to go outside but not being cave adapted yet?  [[Special:Contributions/173.65.198.35|173.65.198.35]]&lt;br /&gt;
:In this case, &amp;quot;draft&amp;quot; refers to [http://en.wikipedia.org/wiki/Draft_%28conscription%29 conscription] into the military. --[[User:Quietust|Quietust]] 22:58, 6 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
tired of drinking the same old booze lately  why???&lt;br /&gt;
&lt;br /&gt;
recieved water today -- I'm not sure if this happens every time.&lt;br /&gt;
&lt;br /&gt;
also, does a dorm not count for the beds within for not sleeping in a bedroom?&lt;br /&gt;
&lt;br /&gt;
==Miscarriages Caused By Moods?==&lt;br /&gt;
In a recent fortress(one which has already crumbled), a melancholic female dwarf had the 'had a miscarriage recently' thought. I do not believe she was in the military, and even so the military had seen no greater threats than the occasional kobold. I believe this means that moods can cause miscarriages, or at least merits investigation. [[User:Calite|Calite]] 01:27, 8 October 2010 (UTC)&lt;br /&gt;
* Is it possible that the reverse is what happened? The dwarf had a miscarriage and that caused  the melancholy? --[[User:Twilightdusk|Twilightdusk]] 05:07, 20 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Military thoughts ==&lt;br /&gt;
&lt;br /&gt;
Two unhappy thoughts I currently have that are not in the list:&lt;br /&gt;
&lt;br /&gt;
*Was grumbling about long patrol duty lately&lt;br /&gt;
*:My one-squad military is on a continuous training cycle, requiring 7 of 10 dwarves at all times (but they've seen no action yet). I guess this can be brought on by being required to serve 2 months in succession, since 5 or 6 of the 10 are complaining, but I don't know what else might modify it.&lt;br /&gt;
&lt;br /&gt;
*Has complained about the draft lately&lt;br /&gt;
*:Just one of the 10 has complained, no idea what makes him so special - maybe in part that he has a non-military skill higher than any of his military skills?&lt;br /&gt;
&lt;br /&gt;
What quality criteria must be met to include these in the list? [[User:Hv|Hv]] 08:14, 11 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== defacement ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She has suffered the travesty of art defacement.&amp;quot; This related to the announcement &amp;quot;a masterwork of Urist McWeaponsmith has been lost&amp;quot; - I'd marked all the copper and bronze weapons to be melted, to encourage the reactionaries to pick up something better. [[User:Hv|Hv]] 23:28, 24 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=132042</id>
		<title>v0.31 Talk:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=132042"/>
		<updated>2010-11-20T02:07:06Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: /* Hauling Crafts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glass Crafts?==&lt;br /&gt;
Under Large Gems, &amp;quot;Gems and glass also have a chance to be cut into crafts this way&amp;quot;. In 40d, cutting glass would only result in large gems, '''never''' crafts. Considering this section was copied almost verbatim from [[40d:Trade good]], it would be nice to have some proof that glass crafts actually exist in 0.31 (and should probably be noted as a difference from previous versions). Additionally, the Materials table suggests that glass ''cannot'' be made into crafts, so this is inconsistent. --[[User:Quietust|Quietust]] 18:48, 8 June 2010 (UTC)&lt;br /&gt;
:There IS a chance for raw glass (and presumably other raw gems, too) to be cut into crafts.  I ordered 20 cuttings of each type, having stocked up on trader-supplied raw glass, and of 20 green and 17 clear (thus far), I've gotten 1 large green, 4 large clear, 1 clear amulet, and 1 clear crown, plus the 19 cut green and 11 cut clear.  It's nto a very LARGE chance, by any means.  Certainly the amulet and the crown didn't come from any other glass source - I haven't built the necessary furnace yet. --[[User:DeMatt|DeMatt]] 21:16, 8 June 2010 (UTC)&lt;br /&gt;
: I too have seen glass crafts appear from cut raw glass, or I wouldn't have changed it. In fact, it also happened in 40d. I know this because I never order my glassmakers to make glass crafts: I order them to make raw glass for my jewelry industry, and some raw glass ended up as glass crafts. They are probably named identically as glass crafts derived the more direct way, which I imagine is where the confusion comes from. That's a good point about the material table, however, and I will correct that. EDIT: It appears you cannot make glass crafts directly. That makes the presence of glass rings in my fortresses even more strong evidence for crafts coming from gem cutters.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:29, 8 June 2010 (UTC)&lt;br /&gt;
::Okay, now that the jobs are done, I ended up with:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Clear&lt;br /&gt;
! Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Cut Gems&lt;br /&gt;
| 19&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Large Gems&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Amulets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Scepters&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Crowns&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bracelets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
::I didn't restrict by skill or anything, so I've got no idea who did which item.  It does seem relevant that the green glass, which went first, didn't get cut into any crafts... that seems to imply that higher skill makes crafts more likely, just as higher skill makes large gems more likely. --[[User:DeMatt|DeMatt]] 22:44, 8 June 2010 (UTC)&lt;br /&gt;
:::Back in one of my 40d forts, I trained several gem cutters to Legendary on glass alone, cutting hundreds of pieces of raw green glass in the process. I ended up with tons of large green glass gems (which ended up getting claimed by my philosopher and dungeon master), but '''no''' crafts. I never did the same thing with clear glass (though I certainly could have - a different fort churned out several thousand clear glass blocks to make a 23 Z-level pyramid as well as some floating battlements) or crystal glass (due to the extreme scarcity of rock crystals back in 40d). If anybody does manage to get a green glass craft in 0.31, then it'd be quite definitive proof that the behavior was changed. Cutting ''rough gems'' was always capable of producing crafts, possibly even back in the 2D version, just not raw glass. --[[User:Quietust|Quietust]] 23:31, 8 June 2010 (UTC)&lt;br /&gt;
::::Here is some proof. It's even version specific, with a self portrait figurine by the cutter. &lt;br /&gt;
[[File:Glass_Crafts.png]]&lt;br /&gt;
 Not only are glass crafts possible, but they happen quite often. &lt;br /&gt;
&lt;br /&gt;
EDIT: After testing in 40d, it appears that you are right about crafts not appearing. 276 cut green glass gems and 152 large green glass gems agree with you!&lt;br /&gt;
[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:36, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What to do with Artifact Crafts ==&lt;br /&gt;
&lt;br /&gt;
I keep getting artifact wood crowns and toy boats and stuff. What do I do with all these artifact crafts? Specifically, how do I prevent them from getting stolen.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 13:37, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just designate a few squares deep in your fortress as a Finished Goods stockpile and set it to only accept artifact-quality items. Then you can either use 't' to 't'ake the artifact out of whatever pile it's currently in, or set your other stockpiles to not accept artifacts. Note that movement of items in bins can be a bit squirrelly, so if the artifact is already in one (with other non-artifact items), you may have to fiddle around a bit to get the dorfs to pull the artifact out. Setting the artifact pile to not accept bins sometimes helps. [[Special:Contributions/202.156.10.234|202.156.10.234]] 10:01, 1 November 2010 (UTC)&lt;br /&gt;
::If you have a bin containing artifacts, just order it to be taken to the depot - all of the artifacts will be dumped out and left on the floor, at which point they should be restockpiled (unless they were already on the stockpile square, in which case you can p-x to remove that one square to spread them out properly, then delete and remake the entire stockpile to fill in the gap). --[[User:Quietust|Quietust]] 12:45, 1 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Crowns and Scepters ==&lt;br /&gt;
Are crowns and scepters ever used by leaders/nobles/monarchs? [[User:Aussiemon|Aussiemon]] 18:34, 28 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished Goods or Trade Goods? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;finished goods&amp;quot; includes a lot more than just trade goods; for example, quivers, flasks/waterskins and non-armor clothing go in finished goods bins. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:07, 27 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Hauling Crafts ==&lt;br /&gt;
&lt;br /&gt;
What hauling task must be enabled to haul finished crafts? is it just the hauling craft for whatever material the craft was made from?&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=132035</id>
		<title>v0.31 Talk:Gem setter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Gem_setter&amp;diff=132035"/>
		<updated>2010-11-19T23:25:29Z</updated>

		<summary type="html">&lt;p&gt;Twilightdusk: Created page with ' == Gem Set Ammo == What is the benefit of encrusting ammo with gems? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Gem Set Ammo ==&lt;br /&gt;
What is the benefit of encrusting ammo with gems? --[[User:Twilightdusk|Twilightdusk]] 23:25, 19 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Twilightdusk</name></author>
	</entry>
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