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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xazak</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xazak"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Xazak"/>
	<updated>2026-05-27T18:59:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16805</id>
		<title>User talk:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16805"/>
		<updated>2008-08-11T20:55:29Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Removing all content from page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10610</id>
		<title>40d:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Smoothing&amp;diff=10610"/>
		<updated>2008-08-11T20:55:11Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Smoothing''' natural [[wall]]s and [[floor]]s will increase the value of [[rooms]] and change their appearance to that of rooms with constructed walls and floors.  It is done by dwarves with the [[Stone Detailing]] skill.&lt;br /&gt;
A smooth surface is also needed if you wish to [[engrave]] to further increase the room's value, or to carve a [[Fortification|fortification]]. Smoothed walls look similar to manually constructed [[wall]]s and they join neatly with corners, t-junctions and straight bits. A single smoothed rock will appear as a pillar until joined to adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Smoothing an area ==&lt;br /&gt;
# Press {{K|d}} to open the designate menu.&lt;br /&gt;
# Press {{K|s}} to select &amp;quot;Smooth Stone&amp;quot;.&lt;br /&gt;
# Move the cursor to a position on or near a wall and press {{K|enter}}.&lt;br /&gt;
# The spot you marked changes to a blinking green &amp;quot;+&amp;quot; indicating where the area you wish to smooth extends from.&lt;br /&gt;
# Move the cursor to any position, across the area you wish to smooth and then press {{K|enter}} again.&lt;br /&gt;
# The wall tiles in the area you defined should blink with a white regular pattern.&lt;br /&gt;
# Wait for a dwarf to smooth the stone on the walls.&lt;br /&gt;
&lt;br /&gt;
== Note ==&lt;br /&gt;
*You cannot smooth soil, such as silt, clay, loam, peat or sand.  However, unlike previous versions, metal ores and other valuable stones can be smoothed.&lt;br /&gt;
*Smoothing a muddy floor will remove the mud - it is therefore a bad idea to smooth your underground farm.&lt;br /&gt;
*Smoothing an aquifer wall will cause it to stop leaking water.&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17505</id>
		<title>40d Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Smoothing&amp;diff=17505"/>
		<updated>2008-08-11T20:54:45Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Buildings ==&lt;br /&gt;
will they not smoth stone if there is a construction there? they havenst smoethed the stone that have traps, or doors on it --[[User:Corhen|Corhen]]&lt;br /&gt;
&lt;br /&gt;
: IIRC, placed traps do prevent smoothing but doors do not. I have a feeling that ''sometimes'' designating floor-smoothing under doors doesn't take (perhaps something to do with it's open/closed status at the time?), but it is certainly possible to do. --[[User:Raumkraut|Raumkraut]] 06:56, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Rubble ==&lt;br /&gt;
Does smoothing remove the rubble?[[User:GarrieIrons|GarrieIrons]] 02:06, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:No, dwarves don't clear the tile of any objects before smoothing it.--[[User:Maximus|Maximus]] 02:25, 4 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Trade depot]] ==&lt;br /&gt;
&lt;br /&gt;
the trade depot article suggests smoothing stone for the human caravan is necessary - only inside i hope? Also, this article says nothing bout smoothing ''floor'' anyway - i would appreciate some info - is room value raised? --[[User:Koltom|Koltom]] 01:30, 10 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*gasp* &amp;lt;/nowiki&amp;gt;I really hade to smooth &amp;lt;s&amp;gt;pebbles&amp;lt;/s&amp;gt; boulders *outside* my fort to make room! Sending my poor defenseless dwarf far into hostile envronment..  --[[User:Koltom|Koltom]] 22:54, 10 February 2008 (EST)&lt;br /&gt;
::it's referring to smoothing boulders, since those block wagons. regular pebbles and grass are fine &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Chariot|Chariot]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::yeah, i should have been more precise - its only the boulders that matter --[[User:Koltom|Koltom]] 07:35, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Just as a side note, you can also get past boulders by building a 1x1 tiled bridge. The wagon will go over it just fine. [[User:AlexFili|AlexFili]] 06:23, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Which side? ==&lt;br /&gt;
Does smoothing a wall add value to the rooms on both sides, or just the side the engraver stood on while he was doing it? --[[User:Juckto|Juckto]] 08:43, 4 May 2008 (EDT)&lt;br /&gt;
:All eight directions that do not cross Z levels. --[[User:GreyMario|GreyMario]] 11:47, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Floor ==&lt;br /&gt;
&lt;br /&gt;
Is there a way to smooth a floor?-Mhyder &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Mhyder|Mhyder]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Designate it to be smoothed --[[User:Juckto|Juckto]] 18:54, 4 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Who Smooths ==&lt;br /&gt;
&lt;br /&gt;
What job designation is smoother? Mason? Stonecrafting? Stoneworking? [[User:Schm0|Schm0]] 17:23, 3 November 2007 (EDT)&lt;br /&gt;
: Stone Detailing, I believe --[[User:Tracker|Tracker]] 17:44, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does it matter who smooths when it comes to value? What does smoothing do to value anyway?&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Seaneat|Seaneat]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Smoothing does add to value by a fixed amount I don't actually know (1 or more). It has no quality modifier, so it doesn't matter how skilled is your [[Stone detailing|stone detailer]] (except that [[Skill|skilled]] dwarves work faster). --[[User:Aykavil|Aykavil]] 04:35, 10 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Selection Rectangle ==&lt;br /&gt;
I'm not sure when it got added, but selecting areas to be detailed now flash after being selected. I went ahead and removed the section mentioning that.--[[User:Xazak|Xazak]] 16:54, 11 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15098</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15098"/>
		<updated>2007-11-11T21:38:14Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recording a Movie ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Buying Skills &amp;amp; Items ==&lt;br /&gt;
&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though. I'd edit the entry myself, but I'm not certain how to word it without totally changing that whole paragraph.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15097</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15097"/>
		<updated>2007-11-11T20:41:54Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Buying Skills &amp;amp; Items&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think good bridging points are the seasons and end of the years; To aid readability and to separate into chunks, I think a listing of 'things to accomplish by winter', 'things to accomplish by spring (your first immingants!)', that sort of thing -- To avoid having a gigantic page, it might be better to split them off into &amp;quot;your first year&amp;quot;, &amp;quot;your second year&amp;quot;, especially because the gameplay changes signifiantly when you start getting nobles and your construction focus starts to shift from mere survival into making your dwarves happy, trading, and onward to economy and such. If people are interested in taking this approach, I'd certainly help with the writing. [[User:Bhodi|Bhodi]] 13:10, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Recording a Movie ==&lt;br /&gt;
&lt;br /&gt;
I was thinking that someone could record a movie following the steps given here, as a visual aid. As DF is very structure-based it would help to visualize how the fortress is supposed to look. [[User:Memo|Memo]] 15:13, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Buying Skills &amp;amp; Items ==&lt;br /&gt;
&lt;br /&gt;
The caravan is by no means guaranteed to bring an anvil the first year. (Out of ten games started and played through first year, I think I've gotten an anvil twice.) You can request one from the liason, though.--[[User:Xazak|Xazak]] 15:41, 11 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbidden&amp;diff=21204</id>
		<title>40d Talk:Forbidden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Forbidden&amp;diff=21204"/>
		<updated>2007-11-05T23:43:37Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just had a brainstorm. Would it be possible to move items that you want to trade into the trade depot before the caravan arrives, by dumping them over the top, and then simply reclaiming them once the caravan has arrived and you can mark them to be &amp;quot;taken&amp;quot; to the depot where they already are? Or will this simply queue up dozens of hauling jobs as normal but with 0 distance? --[[User:Alfador|Alfador]] 18:06, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
This seems redundant when compared with [[Forbid items/buildings]]. I think we should merge one with the other and set up a redirect. --[[User:Xazak|Xazak]] 18:43, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18403</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18403"/>
		<updated>2007-11-05T23:30:19Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Does triggering an upright spike with a lever make it retract? I am testing this now.&lt;br /&gt;
&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20803</id>
		<title>40d Talk:Crossbow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Crossbow&amp;diff=20803"/>
		<updated>2007-11-05T14:26:44Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Training with Crossbows, Wooden/Bone Bolts more than preferred ==&lt;br /&gt;
&lt;br /&gt;
Dwarves will automatically use only wooden or bone bolts, you needn't worry about metal bolts being wasted on practice.&lt;br /&gt;
&lt;br /&gt;
Based on classic DF, bone or wooden bolts will indeed be used to fight if the dwarf doesn't have anything else though, and they sometimes would just coincidentally have a handful of &amp;quot;practice&amp;quot; bolts when they went out to battle thus having a useful backup. Especially nice when they're very highly skilled and 35-45 bolts isn't enough to last the duration of a fight!&lt;br /&gt;
&lt;br /&gt;
== Out of ammo ==&lt;br /&gt;
&lt;br /&gt;
Is it worth noting (on this page) that dwarves will use the hammer skill to bludgeon with their crossbow if they run out of ammo? --[[User:Matryx|Matryx]] 09:22, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I think it is, if only to warn that if they run out of bolts while they're fighting something, they won't immediately run back to the stockpile to get more. --[[User:Xazak|Xazak]] 09:26, 5 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20223</id>
		<title>Craftdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20223"/>
		<updated>2007-11-04T23:39:28Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone Carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]&lt;br /&gt;
&lt;br /&gt;
Dwarves with these skills will do their work at a craftdwarf's workshop, and can craft a multitude of things, including toys, flatware, and totems. Bolts for crossbows are also made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;{{verify}}&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
&lt;br /&gt;
Most, if not all, general crafts are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few barrels of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20222</id>
		<title>Craftdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20222"/>
		<updated>2007-11-04T23:39:01Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone Carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]&lt;br /&gt;
&lt;br /&gt;
Dwarves with these skills will do their work at a craftdwarf's workshop, and can craft a multitude of things, including toys, flatware, and totems. Bolts for crossbows are also made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;{{Verify}}&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
&lt;br /&gt;
Most, if not all, general crafts are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few barrels of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20221</id>
		<title>Craftdwarf's workshop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Craftdwarf%27s_workshop&amp;diff=20221"/>
		<updated>2007-11-04T23:38:28Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Craftsworking includes several different skills:&lt;br /&gt;
*[[Bone Carving]]&lt;br /&gt;
*[[Stonecrafting]]&lt;br /&gt;
*[[Woodcrafting]]&lt;br /&gt;
*[[Metalcrafting]]&lt;br /&gt;
&lt;br /&gt;
Dwarves with these skills will do their work at a craftdwarf's workshop, and can craft a multitude of things, including toys, flatware, and totems. Bolts for crossbows are also made at a Craftdwarf's workshop; bone bolts can be made for next to nothing and when the dwarf reaches the top experience levels, bone bolts approach damage levels like that of metal ones&amp;lt;sup&amp;gt;[[Verify]]&amp;lt;/sup&amp;gt;. Also, dwarves will not use metal bolts to practice, instead preferring bone and wooden bolts.&lt;br /&gt;
&lt;br /&gt;
Most, if not all, general crafts are only good as trade items. It is a good idea to include a Craftsdwarf with both Bone Carving and Stone Crafting in your beginning party, so you can start producing ammunition and getting rid of those massive piles of rocks. A few barrels of well-made trade goods are usually sufficient to buy any vital supplies from the first caravan to arrive at your fortress.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=19993</id>
		<title>40d Talk:Building designer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Building_designer&amp;diff=19993"/>
		<updated>2007-11-04T22:39:41Z</updated>

		<summary type="html">&lt;p&gt;Xazak: New page: Do we know how much the skill of the designer and the constructor affect the quality of the building? Does it just average out, or does the materials involved skew the results?--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do we know how much the skill of the designer and the constructor affect the quality of the building? Does it just average out, or does the materials involved skew the results?--[[User:Xazak|Xazak]] 17:39, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14098</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14098"/>
		<updated>2007-11-04T22:21:17Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;br /&gt;
&lt;br /&gt;
-[[Aquifer]] - Check aquifer mining method for validity, still need to finish grammar and spelling edit&lt;br /&gt;
&lt;br /&gt;
-[[Fortress name]] - I KNOW I can think of a way to explain that better. Perhaps a small diagram?&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18064</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18064"/>
		<updated>2007-11-04T19:38:00Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15215</id>
		<title>40d Talk:Gear assembly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Gear_assembly&amp;diff=15215"/>
		<updated>2007-11-04T19:35:58Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;...this causes the windmill construction to collapse. Instead, create a second gear adjacent to the linked gear upon which to support the windmill.&amp;quot; I'm having a hard time visualizing what this means, could someone make a diagram? --[[User:BahamutZERO|BahamutZERO]] 12:48, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Level 0, your windmill W (I'm not sure what it looks like)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
....&lt;br /&gt;
.W..&lt;br /&gt;
..&amp;gt;.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Level -1, your gear assemblies, * and axle, =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
####&lt;br /&gt;
#**=&lt;br /&gt;
##&amp;lt;#&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Link your lever to the second assembly (right), such that the Windmill is supported by the other (left).&lt;br /&gt;
&lt;br /&gt;
--[[User:Draco18s|Draco18s]] 13:09, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: won't this waste 5 power on a useless gear?  why not just build a wall instead? --[[User:Lacero|Lacero]] 15:27, 2 November 2007 (EDT)&lt;br /&gt;
::because you need a gear under the windmill to get power from it. the second gear is so that you can cut power without collapsing the windmill. --[[User:BurnedToast|BurnedToast]] 15:30, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::This only applies to a windmill built floating above the ground, so the above example doesn't apply -- disconnecting the gear in Draco18s' example would do nothing to the windmill.  Really, you should just build a set of supports and some actual floor to put an above-ground windmill onto a &amp;quot;solid foundation&amp;quot;, so that it remains supported even when you disconnect power.  That way you don't lose any power from adding another gear assembly.  Gear assemblies are 'spensive. --[[User:JT|JT]]&lt;br /&gt;
&lt;br /&gt;
::::Yes, you're right. I was under the impression you needed a gear because mine hadn't worked with a vertical axle when I tried. However, I just tried again and it worked so I must have done something stupid like not dug a channel or placed the windmill wrong the first time. --[[User:BurnedToast|BurnedToast]] 03:57, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wish Toady would change the name &amp;quot;vertical axle&amp;quot; to &amp;quot;y-axle&amp;quot; and horizontal to x, etc. I've been reading this assuming assembly gears moved power across the z-axis only.&lt;br /&gt;
&lt;br /&gt;
Is it possible to connect more than one axle to a gear assembly, and if so, is there any extra loss of power as a result? --[[User:Xazak|Xazak]] 14:35, 4 November 2007 (EST)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5448</id>
		<title>40d:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds&amp;diff=5448"/>
		<updated>2007-11-04T04:51:01Z</updated>

		<summary type="html">&lt;p&gt;Xazak: /* Seed 2: A Quick One */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to rapidly find working worlds and save on generating time, some users pregenerate and share worlds to others. With the new seed technology, it is possible to share an entire world in as little as a dozen digits. Share neat worlds, unique worlds using Seeds to save upload time, or share worlds using the save file to save on world creation time for others.&lt;br /&gt;
&lt;br /&gt;
== Downloadable worlds ==&lt;br /&gt;
&lt;br /&gt;
Downloadable worlds are worlds which have been generated and then compressed into a single archive file for sharing over the internet.  Download the file then extract the folder inside the archive into your /data/save folder in order to use it.&lt;br /&gt;
&lt;br /&gt;
=== Lathondur Minbaz ===&lt;br /&gt;
&lt;br /&gt;
Direct download available here: [http://morlark.uwcs.co.uk/misc/region1.tar.gz Lathondur Minbaz]&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
Seeded worlds are special &amp;quot;codes&amp;quot; which tell the game's pseudo-random number generator (a sophisticated mathematical function which produces numbers that seem random) where to begin generating a world.  Because the random number generator is actually just a mathematical function and thus always produces the same result when given a certain input, you can &amp;quot;seed&amp;quot; the generator to produce an entire series of random numbers on another computer that are exactly the same as they were originally produced on the first computer.&lt;br /&gt;
&lt;br /&gt;
To use a seeded world, select ''Create a New World'' during the main menu, then hit {{key|s}} to specify a seed.  Type in the seed and hit {{key|Enter}}, then hit {{key|Enter}} one more time to begin generation.  It will still take the normal amount of time to generate the world, and you will still have rejects before the world is produced.&lt;br /&gt;
&lt;br /&gt;
The random seed used also determines the world's name if a random name is selected.  As a consequence, the choice of whether to use a random name or a given name can result in a completely different world even when the same seed is used.  Seed publishers should specify whether a random name was selected when generating the world.&lt;br /&gt;
&lt;br /&gt;
=== Seed 0: 0 Rejects and plenty of awesomeness ===&lt;br /&gt;
&lt;br /&gt;
This world uses a random name.&lt;br /&gt;
&lt;br /&gt;
[http://img140.imageshack.us/my.php?image=worldmapregion210500hk1.jpg You may see this for yourself here.]  Notables are a fairly large ocean in the lower-left corner, about 6 volcanoes scattered around the map, and I firmly believe there is a final volcano in the lower-right tundra corner of the map (because I *saw* it while the world was generating and the year was 1048, dammit), though the picture doesn't show it.  There also seems to be a nice variety of environments for your leisure.  Enjoy!&lt;br /&gt;
&lt;br /&gt;
And I have found it.  Behold the beauty:&lt;br /&gt;
&lt;br /&gt;
[[Image:Freezingvolcano.JPG|A volcano in an unusual area]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2: A Quick One ===&lt;br /&gt;
&lt;br /&gt;
This seed only rejects 3 regions, so it is one of the quickest to generate. This saves time if your computer is slow, and don't want to download the pregenerated one.&lt;br /&gt;
&lt;br /&gt;
Here is a starting place for seed 2 that is relatively flat, has magma and water on the same Z level. Has flux, sand. Heavily forested and max herbs. Enjoy.&lt;br /&gt;
&lt;br /&gt;
The aquifer is only in the top left corner of this map, and can easily be avoided if you don't wish to deal with one.&lt;br /&gt;
&lt;br /&gt;
'''Neighbors:''' [[Dwarves]], [[Elves]], [[Goblins]], [[Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Features:''' [[Magma vent]], [[Aquifer]]&lt;br /&gt;
&lt;br /&gt;
'''Dominant Stone Types:''' [[Granite]], [[Rhyolite]], [[Andesite]]&lt;br /&gt;
&lt;br /&gt;
'''Sand Types:''' [[Loamy sand|Loamy]], [[Black sand|Black]]&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' [[Temperate]]&lt;br /&gt;
&lt;br /&gt;
'''Biomes:''' [[Temperate Freshwater Swamp]]&lt;br /&gt;
&lt;br /&gt;
'''Generation Features:''' Only 3 rejections&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarfort_2007-11-03_02-06-26-53.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 2577317804: Volcano Amidst a Thick Forest ===&lt;br /&gt;
&lt;br /&gt;
VeryInky of the #bay12games [[IRC]] channel has discovered that generator seed 2577317804 guarantees a decent sized magma vent, which apparently flows downward to the core of the planet itself. And luckily, it's surrounded by a scenic forest housing deadly creatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcano.jpg]]&lt;br /&gt;
&lt;br /&gt;
The square above this scenic forest with a magma vent, contains also a mamgma vent, a large amount of mountain, but also a forgotten ruin.&lt;br /&gt;
&lt;br /&gt;
=== Seed 2268220040: 3 Volcanic Islands, With at Least 10 Other Random Land Based Volcanoes  ===&lt;br /&gt;
&lt;br /&gt;
This world contains over 10 volcanoes, most of them in reasonable positions, some in Forests, some in in mountains, some that are right next to mountains ''and'' forests, and others in less convenient places. However, the real gems are the 3 volcanic islands. Some screens of the volcanic islands even contain both ocean tiles volcanic vent on the same local map.&lt;br /&gt;
&lt;br /&gt;
Ever wanted that volcanic AND secret island lair? This is the world for you.&lt;br /&gt;
&lt;br /&gt;
[[Image:Island-Volcanic-Lair-(s)-cl.gif]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3089130238: Isolated feature-rich mountain ===&lt;br /&gt;
'''Neighbours:''' dwarves.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' 2 chasms (snowflake formation and dryed magma tube), magma tube, cave river and deep pits.&lt;br /&gt;
&lt;br /&gt;
'''Dominant stone type:''' obsidian, gabbro and granite.&lt;br /&gt;
&lt;br /&gt;
'''Common stone types:''' microcline, olivine, orthoclase.&lt;br /&gt;
&lt;br /&gt;
'''Sand type:''' yellow sand near magma-tube.&lt;br /&gt;
&lt;br /&gt;
'''Minerals:''' mountain is rich in copper and silver ores as well as &lt;br /&gt;
clusters of gemstones; it lacks, however, steel-producing minerals.&lt;br /&gt;
&lt;br /&gt;
'''Climate:''' untamed wilds mountain surrounded by joyfull tropical broadleaf forests, where both highwood and featherwood grow. Unicorns were seen roaming there.&lt;br /&gt;
&lt;br /&gt;
'''FPS-saving:''' Downmost row on the map-rectangle contains only snowflake-chasm. Leftmost column contains the aforementioned chasm and a part of the forest.&lt;br /&gt;
&lt;br /&gt;
[[Image:3089130238.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 3706678589: The Domain of Dragons...? ===&lt;br /&gt;
'''Horrible Descriptions of Vagueness:''' Near the southern dwarven civilization, there are volcanos right near warm forests, and a little hunting can find you a minimum-size area containing a magma vent, a river, heavy forest, and sand. Which would be ideal if not for the fact that this is a Tropical Moist Broadleaf Forest we're talking about, which, if the forum is to be believed, contains some of the most [[Elephant|terrifying creatures]] ever to walk any of the worlds. --[[User:Alfador|Alfador]] 00:01, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Seed 1149670256 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Pretty funny oddity while I was making new world map, there's two 'volcano mountains' next to each other And in the tile just south of the left most volacno there's both chams and volcano quite close to each other, just dig nice hole in between and you have one chasmfull of dead people, hehe Both of them seem pretty hostile though... To get to the location, just pick regular size zone so that you can reach the red ~ (volcano) icon and two or three rows below it and same amount to left. Then you have both&lt;br /&gt;
&lt;br /&gt;
Didn't check the other volcano sites though, but the one I checked was ~21 levels deep of volcano and same for chasm... &amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1621458352 ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Most notable here: a free-standing good-aligned volcano in the woods with a magma vent, a magma lake, a chasm and a water lake all within a small area. For good measure there's a Kobold city on the other side of the mountain, as well as a cave river and chasm-pit somewhere... To top it off it also has adamantine, though it might be hard to get all the features in one fortress.&lt;br /&gt;
&lt;br /&gt;
To find it, look in the top left corner for a lone volcano in a pine forest.&lt;br /&gt;
&lt;br /&gt;
The same world has an evil-aligned volcano in a good-aligned shrubland... I didn't explore the features in that one, as it's so large z-wise it hurts my computer, but it has the brook and vent really close together.&lt;br /&gt;
(...)&lt;br /&gt;
The world also has at least one site where good and evil vegetated areas meet by a mountain, allowing you to have every type of shurb and every type of tree... except highwood...&lt;br /&gt;
&lt;br /&gt;
It also has an absolutely huge named peak sticking out of a good-aligned forest, as well as a nice volcano sticking out of a good-aligned forest...&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001246]&lt;br /&gt;
&lt;br /&gt;
=== Seed 941486140: Zero rejects ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;(N)ot only is it ZERO REJECTED, but its got several island volcanoes. (O)ne of them has a caldera by the coast with a cliff overhanging it, and an aquifer which (I) THINK has fresh water in it(...) (S)everal spots have magma and steep cliffs and trees and rivers. Lots of the goblin forts are in neat locations.&amp;lt;/blockquote&amp;gt;[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
=== Seed 4265985437: A little bit of everything ===&lt;br /&gt;
This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' &lt;br /&gt;
&lt;br /&gt;
'''1.''' Small cave river with waterfall source falling into chasm tiles.&lt;br /&gt;
&lt;br /&gt;
'''2.''' Underground magma chamber, unrevealed at first but close to surface.&lt;br /&gt;
&lt;br /&gt;
'''3.''' A fair sized chasm in one corner.&lt;br /&gt;
&lt;br /&gt;
'''4.''' Adamantine + pits deep below. Dwarves beware.&lt;br /&gt;
&lt;br /&gt;
'''5.''' Excellent minerals, sedimentary limestone and various other base rocks are a source for abundant magnetite with large platinum veins and varied precious metals and gems.&lt;br /&gt;
&lt;br /&gt;
'''6.''' Outdoor trees. Not overly abundant but enough for most purposes.&lt;br /&gt;
&lt;br /&gt;
'''7.''' River running through the area that doesn't freeze (warm climate).&lt;br /&gt;
&lt;br /&gt;
The region is home to thriving goat population, along with occasional visits from hoary marmots and rhesus macaques. A lone giant eagle can usually be seen soaring overhead, ready to devour your hapless dwarves and livestock.&lt;br /&gt;
&lt;br /&gt;
Note that this seed does have 51 rejects, but these are all quickly rejected so the creation time isn't too bad. &lt;br /&gt;
&lt;br /&gt;
[[Image:4265985437.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 957776166: 11 Volcanos ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;What's special? Well at least 11 volcanos are dotting the lower half, 2 of which are islands. Should be something for everybody maybe, haven't checked it all out. (Except all you glacier folk.)&amp;lt;/blockquote&amp;gt; [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247]&lt;br /&gt;
&lt;br /&gt;
Edit: Ok, checked this world out a bit more and so far:&lt;br /&gt;
2 volcanic islands in the lower left,&lt;br /&gt;
at least 2 volcanic mountains to be played directly on,&lt;br /&gt;
at least 2, possibly 4 aquifer volcanoes on right,&lt;br /&gt;
2 sets of volcanic twins along lower right mountain range, top set is rich with obsidian starting areas.&lt;br /&gt;
&lt;br /&gt;
On a sad note, still nothing special spotted in the north (cold), and I believe all these areas are alignment neutral. (Although there are good and evil ranges in the world.)&lt;br /&gt;
&lt;br /&gt;
Well, enjoy.&lt;br /&gt;
 -Funkadelic Jive Turkey&lt;br /&gt;
&lt;br /&gt;
=== Seed 891230954: Resource heaven ===&lt;br /&gt;
&lt;br /&gt;
Fairly quick seed (12 rejects). Quite by accident I stumbled across a sweet little gem of a starting location, although you have to use a fairly large play area to get the full benefit of it. Includes a magma vent with an excellent mineral selection, including magnetite, bituminous coal, and marble (usable as a flux). Can anyone say &amp;quot;steel production&amp;quot;? The upper left-hand corner has white sand for glass production, if you're willing to play with a 5x5 or 6x6 area to stretch from the sand to the magma vent. The sand area also has an aquifer if you want one, but the rest of the map is dry so you have ample stone at your disposal, and the entire map is heavily forested. Reasonably flat map, plenty of ponds. Nothing horribly exciting here, just tons and tons of resources.&lt;br /&gt;
&lt;br /&gt;
[[Image:df_891230954.PNG]]&lt;br /&gt;
&lt;br /&gt;
=== Seed 1010101010: 4 Volcano Cluster ===&lt;br /&gt;
This map contains a cluster of 4 volcanos, unfortunately, you can only access two of them in Dwarf Fortress mode and may be in dangerous territories.  There's also a few other volcanoes and possibly a few lava vents as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Volcanocluster.PNG]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor_hatch&amp;diff=13450</id>
		<title>40d Talk:Floor hatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Floor_hatch&amp;diff=13450"/>
		<updated>2007-11-04T04:32:16Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I tested it meself-creatures will walk on a Floor Hatch, which can be placed over an empty space (doesn't require stairways.) If a floor hatch is triggered with a mechanism of some sort, any creatures on said hatch go straight down.&lt;br /&gt;
&lt;br /&gt;
This MIGHT work with: Retracting bridges? Floor grates? Haven't tested these, I imagine grates will work. [[User:Kefkakrazy|Kefkakrazy]] 13:23, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:This raises interesting trapdoor possibilities. Pit full of carp + kobold invasion = satisfied carp?--[[User:Xazak|Xazak]] 00:32, 4 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Refuse_stockpile&amp;diff=17649</id>
		<title>40d Talk:Refuse stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Refuse_stockpile&amp;diff=17649"/>
		<updated>2007-11-03T23:55:22Z</updated>

		<summary type="html">&lt;p&gt;Xazak: New page: What are the advantages of using a refuse stockpile over a dump zone? That might not be very clear to new players.--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What are the advantages of using a refuse stockpile over a dump zone? That might not be very clear to new players.--[[User:Xazak|Xazak]] 19:55, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9955</id>
		<title>40d Talk:Carp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Carp&amp;diff=9955"/>
		<updated>2007-11-03T23:53:44Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Unicorn|There is another contender for the position of King of the Animals, and this one is land-based.]] --[[User:BDR|BDR]] 14:42, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Hmm, what about the other fish? sea lampreys? pike? etc? what about them?  Do they just get shunted, and their named champions brushed aside?&lt;br /&gt;
&lt;br /&gt;
:I was going to propose the eagles that seem untargetable as they fly in, grab a dwarf, then drop him from a dizzying height whereupon he spats into chunks on the ground.--[[User:Draco18s|Draco18s]] 03:45, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Well, until Toady lets carp and elephants fight each other to settle this once and for all, perhaps carp should be King of the Sea and elephants King of the Land. Eagles can have King of the Air.--[[User:Xazak|Xazak]] 19:53, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Axle&amp;diff=5030</id>
		<title>40d Talk:Axle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Axle&amp;diff=5030"/>
		<updated>2007-11-03T23:48:22Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Z0 to Z-1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;someone needs to find out what these thingies do&lt;br /&gt;
Yeah really. I'm guessing they transfer power but I can't test that yet.&lt;br /&gt;
&lt;br /&gt;
They do transfer power, and I am currently testing different things about them and sources of generating power. Brooks do not have suffecient flow to power a water wheel for instance.&lt;br /&gt;
&lt;br /&gt;
I am stealing the key format and using it on the pages I edit. It should be used throughout the wiki and is the most clear representation of a keyboard key that I have seen yet. [[User:Schm0|Schm0]] 10:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Z0 to Z-1 ==&lt;br /&gt;
&lt;br /&gt;
Is it possible to transfer power from Z0 to Z-1?--[[User:Xazak|Xazak]] 19:48, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15092</id>
		<title>40d Talk:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Your_first_fortress&amp;diff=15092"/>
		<updated>2007-11-03T23:29:08Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Skill choices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Content from [[Getting started]] ==&lt;br /&gt;
&lt;br /&gt;
The goal of this page is to explain in detail, and for newbies, how to:&lt;br /&gt;
#Generate a world (possibly from a seed)(probably will link to article(s) on the topic)&lt;br /&gt;
#Pick a fortress location&lt;br /&gt;
#Name your fortress and starting group&lt;br /&gt;
#Buy skills and items, for the biome type picked in #2 (probably will give the newbie build from the [[starting builds]] page)&lt;br /&gt;
#Play the first month or two of the game, for the biome type picked in #2&lt;br /&gt;
I don't know how to write an article that does this, but I do know that this is what this article should be.&amp;lt;br&amp;gt;&lt;br /&gt;
--[[User:Savok|Savok]] 11:19, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'd like to avoid having an overabundance of tutorial articles again.  It sounds to me like all of the above would fit into [[Your first fortress]] just as easily. --[[User:Peristarkawan|Peristarkawan]] 12:00, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Should we go ahead and just #redirect it?--[[User:Draco18s|Draco18s]] 12:07, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Done. --[[User:Peristarkawan|Peristarkawan]] 12:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Wall of text ==&lt;br /&gt;
I think the &amp;quot;Beginning the Fortress&amp;quot; section isn't very pleasant to read. The bullet points help a bit, but I think numbered ones (matching the &amp;quot;TOC&amp;quot; above it) would be a bit more helpful. I'd however prefer to split the steps using numbered headlines, then it'd clearly define each step and automatically be indexed at the top. Thoughts? --[[User:TwoD|TwoD]] 13:03, 2 November 2007 (EDT)&lt;br /&gt;
:That's beyond me, but anyone who can should feel free to clean it up and make it as readable as possible. --[[User:BahamutZERO|BahamutZERO]] 01:37, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Skill choices ==&lt;br /&gt;
&lt;br /&gt;
I know skill choices are largely a matter of preference, but the inclusion of a Bookkeeper, Manager, Expedition Leader, and Broker in the landing party definitely merit a mention, as well as whether or not a beginning player should throw a few skill points at improving his Broker's and Leader's key skills. Being able to talk that first dwarven caravan into throwing some extra sides of meat in could mean the difference in survival for a newer player.--[[User:Xazak|Xazak]] 19:29, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14097</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14097"/>
		<updated>2007-11-03T23:19:14Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;br /&gt;
&lt;br /&gt;
-[[Aquifer]] - Check aquifer mining method for validity, still need to finish grammar and spelling edit&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14096</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14096"/>
		<updated>2007-11-03T23:18:57Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;br /&gt;
-[[Aquifer]] - Check aquifer mining method for validity, still need to finish grammar and spelling edit&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7605</id>
		<title>40d:Aquifer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquifer&amp;diff=7605"/>
		<updated>2007-11-03T23:17:53Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An aquifer is a subterranean layer of water-bearing rock.  Attempts to mine through them will result in the mined-out squares immediately filling with water, effectively halting excavation at or below their level.  This, in conjunction with the fact that they are often located in areas rich in clay, loam, and sand, makes it difficult to find great quantities of stone in areas with aquifers, making for more challenging gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dealing with Aquifers ==&lt;br /&gt;
&lt;br /&gt;
The challenges presented by an aquifer may be circumvented in several ways.  Firstly, much more of your equipment will likely be made from wood, especially early on, so it may help to be in a heavily forested area.  Once you've established your fortress a bit, you will also be able to trade for stone and metals if you run short.&lt;br /&gt;
&lt;br /&gt;
It is also worth noting that it is by no means impossible to find stone on these maps, it is simply much rarer.  It may help to create exploratory shafts searching for pockets of stone.  Be aware that mining along the level immediately above the aquifer will result in patches of 'damp stone,' which will flood if mined out;  these squares will flash with water when designating mining areas.&lt;br /&gt;
&lt;br /&gt;
===The Stone method===&lt;br /&gt;
It is apparently possible on some maps to find patches of rock on the aquifers level these can be dug through to the level below with no ill effects. This method is the simplest method but relies on luck and some searching, and makes it hard to plan ahead since you dont know where the rock may be. Useful for newer players but more experienced players will probably find other methods easier.&lt;br /&gt;
&lt;br /&gt;
===The Pump Method===&lt;br /&gt;
It is possible to pump the water out of an aquifer; though the supply is apparently unlimited it can be pumped out faster than the water seeps in, allowing for a fairly safe area on the z level. This method is somewhat dangerous since problems with your pumps can lead to drowning, however, it allows a larger area to be cleared than the ice method and can be done anywhere.  It's also easier to plan around a series of pumps than hoping you'll hit rock on the way down.&lt;br /&gt;
&lt;br /&gt;
===The Ice Method===&lt;br /&gt;
There is a simple method of getting past an aquifer although it is restricted to a small shaft down, and not possible on all maps.&lt;br /&gt;
You will need:&lt;br /&gt;
*8 pieces of material suitable for crafting [[Wall|Walls]]&lt;br /&gt;
*1 [[Carpenter]] or [[Mason]] (depending on your building material of choice)&lt;br /&gt;
*1 [[Miner]]&lt;br /&gt;
*2 [[Grate|grates]]&lt;br /&gt;
*A map which freezes during winter&lt;br /&gt;
&lt;br /&gt;
steps:&lt;br /&gt;
#Dig channels in a 5x5 square, but leave the middle square un-dug.&lt;br /&gt;
#Build 2 grates so you can access the undug central square&lt;br /&gt;
#Dig stairs down a level ensuring you build&lt;br /&gt;
#Dig channels underneath all the other channels and build another down stair on the un-channeled pillar&lt;br /&gt;
#Continue down in this way until you reach the water table&lt;br /&gt;
#Wait for the water to freeze&lt;br /&gt;
#Dig down the stair again the ice will prevent water from flooding the hole dig out the ice in a 3x3 area centered on the stairs, now build walls in the 8 squares bordering the stairs&lt;br /&gt;
#You can now dig down another square to rock below the aquifier&lt;br /&gt;
#This system can be expanded to allow for a bigger stairwell.&lt;br /&gt;
&lt;br /&gt;
diagram:&lt;br /&gt;
*&amp;lt;tt&amp;gt;C&amp;lt;/tt&amp;gt; - channel&lt;br /&gt;
*&amp;lt;tt&amp;gt;G&amp;lt;/tt&amp;gt; - grate&lt;br /&gt;
*&amp;lt;tt&amp;gt;W&amp;lt;/tt&amp;gt; - wall&lt;br /&gt;
*&amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - up/down stairs&lt;br /&gt;
*&amp;lt;tt&amp;gt;&amp;amp;gt;&amp;lt;/tt&amp;gt; - down stair&lt;br /&gt;
*&amp;lt;tt&amp;gt;I&amp;lt;/tt&amp;gt; - Ice/water&lt;br /&gt;
&lt;br /&gt;
First level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCGCC&lt;br /&gt;
CCGCC&lt;br /&gt;
CC&amp;gt;CC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Intermidiate levels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCxCC&lt;br /&gt;
CCCCC&lt;br /&gt;
CCCCC&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Aquifer level:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IIIII&lt;br /&gt;
IWWWI&lt;br /&gt;
IWxWI&lt;br /&gt;
IWWWI&lt;br /&gt;
IIIII&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advantages of Aquifers ==&lt;br /&gt;
&lt;br /&gt;
It's worth noting that the presence of an aquifer, while challenging, does offer some slight advantages.  Firstly, much of the area underground but above the aquifer will be sand, clay, or loam, all of which can be planted in without requiring any kind of irrigation or flooding, allowing farming to get under way quicker and with less stress.  Additionally, the presence of water 3-4 z-levels below ground anywhere on the map makes placing wells a simpler task, as well as ensuring easy access to subterranean water supplies.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14848</id>
		<title>40d Talk:Pregenerated worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Pregenerated_worlds&amp;diff=14848"/>
		<updated>2007-11-03T23:05:22Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Individual entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)&lt;br /&gt;
&lt;br /&gt;
And also, I think it is possible to create non number seeds. I'm going to test this.&lt;br /&gt;
--[[User:Soyweiser|Soyweiser]] 08:34, 2 November 2007 (EDT)&lt;br /&gt;
: No for non numbers. --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001234 --[[User:Soyweiser|Soyweiser]] 09:10, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
This thread should be interesting. There's even a world with zero rejects.&amp;lt;br /&amp;gt;&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001247 [[User:Death Dragon|Death Dragon]] 02:34, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anybody know how to link to a specific post of the forum? [[User:Death Dragon|Death Dragon]] 12:38, 3 November 2007 (EDT)&lt;br /&gt;
:As far as I know, there isn't a way. This version of the bulletin board code does not place &amp;quot;name&amp;quot; links within the generated forum thread tables as some others do, so no appending of a &amp;quot;#name&amp;quot; to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --[[User:Alfador|Alfador]] 12:55, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Coordinates ==&lt;br /&gt;
&lt;br /&gt;
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, &lt;br /&gt;
As in there is a magma vent in a tile with no volcano near at this position&lt;br /&gt;
The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up.&lt;br /&gt;
I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.&lt;br /&gt;
&lt;br /&gt;
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.&lt;br /&gt;
&lt;br /&gt;
here's an example (which you can verify using [SEED:2260691361])&lt;br /&gt;
&lt;br /&gt;
General: (yellow n)&amp;lt;br /&amp;gt;&lt;br /&gt;
14 Lat, and 2 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Coordinates: (yellow i)&amp;lt;br /&amp;gt;&lt;br /&gt;
220 lat, and 33 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
Location: (green i)-(green i) &amp;lt;br /&amp;gt;&lt;br /&gt;
1-3 lat, and 5-7 lon &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have here a elf forest retreat.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Individual entries ==&lt;br /&gt;
&lt;br /&gt;
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--[[User:Xazak|Xazak]] 19:05, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13717</id>
		<title>40d Talk:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Losing&amp;diff=13717"/>
		<updated>2007-11-03T22:44:53Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot; if you dig a hole in a wall diagonally to a water source, water can come spurting out even without you receiving a warning about damp stone.&amp;quot; Is this true anymore? The dev notes for today's version (November 1st) mentioned making squares touching water diagonally get the damp marker as well. --[[User:BahamutZERO|BahamutZERO]] 15:51, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== 26 directions ==&lt;br /&gt;
26 directions? Really? I've been digging out tiles UNDER bodies of water trapped in rock, much less diagonal to them along the z-axis, and I haven't run into any flooding problems yet.--[[User:Xazak|Xazak]] 18:44, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7501</id>
		<title>40d Talk:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Water&amp;diff=7501"/>
		<updated>2007-11-03T22:29:52Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I dug into a Murky pool, all 7's, drained out 8 squares of 7's into my reservoir to irrigate my farm, then closed the floodgate up. The murky pool was mixed 6's and 7's. After winter, it froze over, and in Spring melted back into all 7's again. Apparently they can refill themselves. It did snow on top of the pool. Perhaps the snow melted and got it wet? --[[User:Tracker|Tracker]] 20:36, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Do fish really flop around after you drain a pool? This didn't happen for me. --[[User:Turgid Bolk|Turgid Bolk]] 17:08, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Does anyone know what the water output of a brook is? As in, does it fill a 1-width channel any faster or slower than a river?--[[User:Xazak|Xazak]] 18:29, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9339</id>
		<title>40d:Immigration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Immigration&amp;diff=9339"/>
		<updated>2007-11-03T22:15:44Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Immigration''' can occur during any season.&lt;br /&gt;
&lt;br /&gt;
[[Migrant]]s will spawn at the edge of your local zone and move towards any meeting area that you have designated. If there is no meeting zone they will simply sit at the edge of the map until their &amp;quot;migrant&amp;quot; status fades and they find a job. Keep in mind that they can spawn on '''any''' open edge of the map, on any Z-axis; if there is no available path to your fortress, they will sit and wait until one is opened up or until they go crazy and die.&lt;br /&gt;
&lt;br /&gt;
The total number of dwarves in your fort is limited to approximately 200. It will take several years to reach this number, assuming you want to reach it at all. Once you reach the immigration limit, normal immigration will cease.&lt;br /&gt;
&lt;br /&gt;
== How immigration is calculated ==&lt;br /&gt;
&lt;br /&gt;
Immigration figures are based on your fortress's total &amp;quot;Created Wealth&amp;quot; (visible on the Status (['''z''']) screen once you get a [[bookkeeper]] with the [[appraiser]] skill). All objects with any value (including mined-out areas, bridges, and just about every kind of created good) will be included in the total. [[Artifact]]s are one of the largest influences of fortress wealth. Artifacts made of precious resources and heavily decorated can potentially double fortress wealth early in the game.&lt;br /&gt;
&lt;br /&gt;
This created wealth will be witnessed and reported back to the world by the yearly dwarven [[caravan]]. If the caravan dies before making it back to the dwarven capital (if they fail to make it off your map), then the previous caravan's report is used to determine this year's figures. &lt;br /&gt;
&lt;br /&gt;
Immigration is usually limited to about 20 dwarves per wave, plus pets.&lt;br /&gt;
&lt;br /&gt;
=== How to influence the types of dwarves that immigrate ===&lt;br /&gt;
&lt;br /&gt;
You can't, really, although it is believed that the immigrants' skills/careers might be influenced by the type and number of workshops available.&lt;br /&gt;
&lt;br /&gt;
[[Soldiers]] will only arrive if you have made their type of weapon; if you make one battle axe, you will only get axedwarves. If you make a crossbow and a war hammer, you will get crossbowdwarves and hammerdwarves. This is not affected by weapons brought to your fort; getting immigrant carpenters won't let you get immigrant axedwarves. It is not known if the number of weapons created matters.&lt;br /&gt;
&lt;br /&gt;
When do you meet certain requeriments in your outpost, like population or created wealth, some [[nobles]] will immigrate, like the [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
== What are the drawbacks to immigration? ==&lt;br /&gt;
&lt;br /&gt;
Most of the time, immigration is a ''Good Thing,'' and the more, the merrier. More dwarves means more work gets done (especially hauling, since immigrants are basically peasants), more dwarves can be given &amp;quot;luxury&amp;quot; tasks like defending the fortress or making dyed cloth, and some nobles require a certain number of dwarves before they arrive. However, more dwarves also means more CPU cycles eaten up, especially if your fortress is already taxing on your computer.&lt;br /&gt;
&lt;br /&gt;
Of course, additional dwarves also require additional bedrooms, workshops, and booze before they can be properly productive, and some players prefer to increase their population slowly to allow them to add the extra infrastructure at a more sedate pace.&lt;br /&gt;
&lt;br /&gt;
== How can I curb immigration? ==&lt;br /&gt;
&lt;br /&gt;
If your dwarves are very industrious, you can expect to receive ten or more migrants in the first immigration wave, which often occurs in the autumn, or even in the summer, of your first year. The easiest method to handle immigration is to alter the population cap in init.txt. You can first set it low and raise it as you see fit. Note that you may consider this to be cheating, and it also requires exiting the game each time you want more immigrants.&lt;br /&gt;
&lt;br /&gt;
You can also make sure your fort does not produce or build much. Of course, this is not an especially interesting way to play the game. Since artifacts often account for most of your fortress' wealth, killing dwarves that enter [[strange mood]]s, or turning the moods off entirely in the init file, may be a better option. This can often be accomplished by making sure all your [[workshop]]s are in enclosed rooms, then locking the door on them until they go [[insane]], then starve to death. This has a drawback in that dwarves that do manage to produce an artifact often gain a desirable [[legendary]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
You can also kill the immigrants themselves, deliberately or otherwise. Very large numbers of deaths at a fortress, from any cause, (exact number unknown) can cause all immigration (except nobles) to cease for a while: your fortress has gained a reputation as a deathtrap!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17585</id>
		<title>40d Talk:Sand</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Sand&amp;diff=17585"/>
		<updated>2007-11-03T21:56:00Z</updated>

		<summary type="html">&lt;p&gt;Xazak: New page: This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This seems a bit confusing. Is it possible to collect sand without bags? Without a glass furnace? What do you set to get your dwarves to do it?--[[User:Xazak|Xazak]] 17:56, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14095</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14095"/>
		<updated>2007-11-03T19:04:35Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14094</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14094"/>
		<updated>2007-11-03T19:04:20Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oregon, USA&lt;br /&gt;
&lt;br /&gt;
I can be contacted in a variety of ways. Leave a message here, for instance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16947</id>
		<title>User talk:Savok</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Savok&amp;diff=16947"/>
		<updated>2007-11-03T19:03:38Z</updated>

		<summary type="html">&lt;p&gt;Xazak: New page: Hey, I'm new to this Wiki and on Talk:Rock Chute you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my article...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'm new to this Wiki and on [[Talk:Rock Chute]] you mentioned that the article violates some rules referred to as just letters. Where are those rules? I'd like to make sure my articles are compliant. --[[User:Xazak|Xazak]] 15:03, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16803</id>
		<title>User talk:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16803"/>
		<updated>2007-11-03T18:48:47Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of articles I feel need to be checked out, but don't merit the attention of a review, or just ones I plan on writing in the near future.&lt;br /&gt;
&lt;br /&gt;
-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16802</id>
		<title>User talk:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Xazak&amp;diff=16802"/>
		<updated>2007-11-03T18:48:07Z</updated>

		<summary type="html">&lt;p&gt;Xazak: New page: -Bismuth Bronze - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-[[Bismuth Bronze]] - Flavor text sucks, has stats that are (apparently?) just a recopy of the bronze&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7413</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7413"/>
		<updated>2007-11-03T18:47:54Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. --[[User:Xazak|Xazak]] 14:47, 3 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7412</id>
		<title>40d Talk:Design strategies</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Design_strategies&amp;diff=7412"/>
		<updated>2007-11-03T18:47:45Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps these explanations of how the various mining commands work should go under a Mining article. &amp;quot;Design strategies&amp;quot; seems like it would be more about layouts for kitchens and pump systems and whatnot. --[[User:BahamutZERO|BahamutZERO]] 19:43, 30 October 2007 (EDT)&lt;br /&gt;
: I have inadvetently written an article on [[Digging]] which complements the work on this page. I suggest they be reviewed and relevant parts merged. This page will have a use in future for players to post their designs. I agree with '''BahamutZERO''' that this isn't the place to talk about Mining. --[[User:Markavian|Markavian]] 22:41, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Flooded Entrance ==&lt;br /&gt;
&lt;br /&gt;
I'd like to see some sample shots of that Flooded Entrance setup. It's my understanding that the screw pump only pulls water up, not pump it down. Maybe he meant a floodgate for dropping the water down a level. --[[User:Vinic|Vinic]] 16:27, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I think what he had was two rooms--one is the actual entrance way, sealed by doors--that have pumps on the level above, dumping thier output into a channel that leads into the room they aren't pumping from.--[[User:Draco18s|Draco18s]] 16:43, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Sorry if I was ambiguous in my wording. Hopefully the accompanying screenshot removes any confusion in how it works. --[[User:Lucid|Lucid]] 11:38, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Choice of location ==&lt;br /&gt;
&lt;br /&gt;
I think we should get some information up here on selecting a ''proper'' site to start digging your fortress. Sort of a list of ideal criteria to look for on the actual map after you've arrived, taking into account things like elevation, natural rock formations, water and magma, and accessibility. Sort of a guide to the ultimate defense, I suppose. ~~----&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5755</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5755"/>
		<updated>2007-11-03T16:47:15Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position.  It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the 'nobles' screen, highlight the Bookkeeper position, and enter the 'settings' screen.  You can set a desired precision for your Bookkeeper's counts; the higher this is set, the more work is required.  Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.32a, the Bookkeeper when set on the highest precision level gains record keeper skill extremely fast:  Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position.  At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
* Meager [[Quarters]]&lt;br /&gt;
* Meager [[Office]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgraded Titles:&lt;br /&gt;
*[[Treasurer]]&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5754</id>
		<title>40d:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bookkeeper&amp;diff=5754"/>
		<updated>2007-11-03T16:47:04Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Bookkeeper is an appointed [[noble]] position.  It keeps track of the numbers of items in your stockpiles.&lt;br /&gt;
&lt;br /&gt;
The Bookkeeper uses the [[record keeper]] skill.&lt;br /&gt;
&lt;br /&gt;
To be effective, you must go into the 'nobles' screen, highlight the Bookkeeper position, and enter the 'settings' screen.  You can set a desired precision for your Bookkeeper's counts; the higher this is set, the more work is required.  Above the lowest precision, your bookkeeper will also require a meager [[office]].&lt;br /&gt;
&lt;br /&gt;
Your Bookkeeper will perform the &amp;quot;Update Stockpile Records&amp;quot; task until the desired level of precision is reached.&lt;br /&gt;
&lt;br /&gt;
As of version 0.27.169.32a, the Bookkeeper when set on the highest precision level gains record keeper skill extremely fast:  Your Bookkeeper can reach legendary status within a season, and achieve all skill gains associated with the position.  At the highest precision level, they will continue performing their task even when they have done all the work they need to do; this means that anyone can be made a Bookkeeper and quickly reap large amounts of experience.&lt;br /&gt;
&lt;br /&gt;
==Demands==&lt;br /&gt;
* Meager [[Quarters]]&lt;br /&gt;
* Meager [[Office]]&lt;br /&gt;
&lt;br /&gt;
Upgraded Titles:&lt;br /&gt;
*[[Treasurer]]&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2082</id>
		<title>40d:Anvil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Anvil&amp;diff=2082"/>
		<updated>2007-11-03T15:28:58Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anvils are required to build a [[metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
It is possible to bring an [[iron]] anvil with your dwarfs when starting a [[fortress]]. It costs 1,000 [[starting point]]s, so may be better left behind in favor of extra [[skill]] points or [[food]]. Dwarven [[caravans]] often bring an anvil on their first trip. You can request for one to be brought on the next caravan while meeting with the dwarven [[liason]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One strategy for some people starting in a new area, is to trade in the starting anvil (not that you'll need it unless you want metal items for the caravan) and replace it with &amp;quot;a shit ton of logs, which makes for a good palisade for your starting town&amp;quot;, which would be most useful if you started in a ''really'' dodgy zone, examples being haunted zones and un-witting goblin fortresses/undead ziggurats/towers/etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12050</id>
		<title>40d:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Millstone&amp;diff=12050"/>
		<updated>2007-11-03T14:02:16Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The millstone is used grind up certain [[plants]] to make [[flour]] and [[dye]]. To operate, it needs to be connected to a mechanical [[power]] source such as a [[water wheel]] or [[windmill]].&lt;br /&gt;
&lt;br /&gt;
If the power to the millstone is interrupted, any jobs must be requeued when power is returned. Therefore it is best to have uninterrupted power or at least the ability to run it for a long period of time.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Workshops]]&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quern&amp;diff=6399</id>
		<title>40d Talk:Quern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quern&amp;diff=6399"/>
		<updated>2007-11-03T14:01:18Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is this page redundant since we have [[workshops]]? --[[User:Mizipzor|Mizipzor]] 14:28, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Eventually, we'll probably want a page for each workshop.  [[Workshops]] should just be a category, IMO. --[[User:Peristarkawan|Peristarkawan]] 14:48, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Good thinking, ill turn all the workshop names into links in the workshop page to indicate that. --[[User:Mizipzor|Mizipzor]] 16:16, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Differences ==&lt;br /&gt;
&lt;br /&gt;
What's the difference between a [[quern]] and a [[mill]]? Is the mill faster, or require less overall labor?&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2373</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2373"/>
		<updated>2007-11-02T23:40:17Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2372</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2372"/>
		<updated>2007-11-02T23:39:47Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2371</id>
		<title>40d Talk:Stairs</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stairs&amp;diff=2371"/>
		<updated>2007-11-02T23:38:59Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks to me like the &amp;quot;remove down stairs&amp;quot; option is missing. But if you rewall it ([b] - [C] - [w]), and then designate it for &amp;quot;Remove Construction&amp;quot; ([d] - [n]), that works to get rid of it. Or just rewall it and leave it as a wall. --Peristarkawan 20:44, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
It seems that building an up/down stairway is the easiest way to build underground. --Vbraun 21:06, 29 October 2007 (EDT) &lt;br /&gt;
&lt;br /&gt;
I'm betting that dwarves can traverse ramps faster than stairs, but I haven't tested this yet. --Peristarkawan 21:18, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I initially tried creating a ramp to dig upwards, and my miner refused to dig further on the upper level.  Stairs work fine.--[[User:McFrugal|McFrugal]] 02:19, 30 October 2007 (EDT)&lt;br /&gt;
:Ramps don't appear to knock out the ceiling of a tile, whereas stairs do. It looks like the main use for ramps is to provide access for anything bigger than a tile wide, such as a wagon or a group of dwarves, and presumably you'll already have access to both levels involved in the rampmaking.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Logs and stone(probably more, not fully tested) can not be transported on stairs, limiting their usefulness.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
I dug a few levels underground using the shaft method of up/down stairs and trees chopped down on ground level could be carried into the fortress. So Logs can be moved through stairs. --[[User:Mizipzor|Mizipzor]] 11:52, 30 October 2007 (EDT)&lt;br /&gt;
:Rocks and any variation thereof can also be moved on stairs. I've been using the top of my mountain as a gigantic rock stockpile.--[[User:Xazak|Xazak]] 19:38, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Strange, when I rewalled so that the only access to my tower was a stair I could no longer build floors out of wood that was lying outside. Building another ramp solved the problem, more testing obviously needed [[User:Otherdwarf|Otherdwarf]] 18:58, 30 October 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=432</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=432"/>
		<updated>2007-11-02T19:07:19Z</updated>

		<summary type="html">&lt;p&gt;Xazak: Importing old entries&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- GUYS I'VE TRIED TO IMPORT PRETTY MUCH ALL USER ACCOUNTS. Let me know if you notice something weird in this wiki, it's possible that parts of the import were fucked. --[[User:Senso|Senso]] 15:05, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's some people reporting problems in this thread: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001158 --[[User:BahamutZERO|BahamutZERO]] 15:22, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
The new version is out now! Update the main page! ~~&lt;br /&gt;
&lt;br /&gt;
== Accounts had to be wiped ==&lt;br /&gt;
&lt;br /&gt;
It's out!&lt;br /&gt;
It's out!&lt;br /&gt;
Rejoice!&lt;br /&gt;
By the way, my account is nonexistent, could you fix that?&lt;br /&gt;
--[[User:Smoking Gnu|Smoking Gnu]] 19:37, 29 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You'll have to recreate it. --[[User:Peristarkawan|Peristarkawan]] 19:42, 29 October 2007 (EDT)&lt;br /&gt;
:My user account didn't turn up? :( --[[User:Markavian|Markavian]] 20:05, 29 October 2007 (EDT)&lt;br /&gt;
::Quoted from Senso (the wiki admin) on the forums:&lt;br /&gt;
::&amp;quot;I've tried importing the user accounts but since I've upgraded to a new version of MediaWiki, it doesn't work. They've made changes, whatever.&lt;br /&gt;
::&lt;br /&gt;
::So yeah, please recreate your account. It's sad, I know BUT LIFE IS SAD AND GLOOMY. You'll all forget about it once the new version is released.&amp;quot;&lt;br /&gt;
::No big deal. --[[User:Janus|Janus]] 20:31, 29 October 2007 (EDT)&lt;br /&gt;
::Wow, the images during registration are ridiculous. Took me half a dozen until I could recognise more than half of it. --[[User:Ravana|Ravana]] 23:32, 29 October 2007 (EDT)&lt;br /&gt;
:::Haha I had the same trouble, I just kept going until I got one I could read. --[[User:Gibbonofdoom|Gibbonofdoom]] 03:58, 30 October 2007 (EDT)&lt;br /&gt;
::::Yeah sorry about that but it's either crappy CAPTCHA or SPAMFEST, I had to pick. --[[User:Senso|Senso]] 22:47, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fresh start ==&lt;br /&gt;
Hey, I just wanted to say... starting afresh for me seems to be the right move. So much has changed (I remember a focus on 'farming' and 'irrigation' before) that it just makes sense to start from a clean sheet. We've got 10 months of work to catch up on, good luck every one! --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
:I agree.  It's also a lot of fun to go &amp;quot;hey, I found out something for myself!  Is there a wiki page on it yet?&amp;quot; and adding stuff.  Or wandering about the wiki and going &amp;quot;what's missing?  Can I fill in the informational gap?&amp;quot;--[[User:Draco18s|Draco18s]] 17:32, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12321</id>
		<title>40d Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12321"/>
		<updated>2007-11-01T22:48:10Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but &amp;quot;About &amp;amp; Challenges&amp;quot; sounds uh... not informational? How about &amp;quot;Overview&amp;quot;? I don't want to edit your work here without your approval (even though I could do so on my own.) [[User:Schm0|Schm0]] 22:14, 31 October 2007 (EDT)&lt;br /&gt;
: Feel free to adjust the &amp;quot;About &amp;amp; Challenges&amp;quot; to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. &amp;quot;Overview&amp;quot; sounds much better. --[[User:Shagie|Shagie]] 22:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i wrote the dwarves &amp;amp; skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overviw sounds better though so i agree with that&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.&lt;br /&gt;
&lt;br /&gt;
:No ''sand'' on a map makes making glass even harder.  No, impossible.--[[User:Draco18s|Draco18s]] 05:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== trade goods ==&lt;br /&gt;
&lt;br /&gt;
The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --[[User:Shades|Shades]] 06:03, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
The builds suggest taking at least 6 of each 2 cost food items, but I would suggest only one of each 2 food item (for a free barrel) and a lot of turtles, which leave both shells and bones. As other meats only leave either a bone or nothing at all. So for the easiest game use turtles. --[[User:Soyweiser|Soyweiser]] 09:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steel Axes? ==&lt;br /&gt;
&lt;br /&gt;
I noticed in the build it says to get 2 copper picks and one steel axe. The first real attempt I made at getting a fortress going, the first thing I did was ditch the _steel_ axe in favour of a cheaper material, and got a better pick. Steel items cost 300. Copper costs 20. While it makes sense to have a few extra copper picks in case your miner gets killed, a good solid iron pick will make the early mining (And his skill increase) go a lot faster. Contrarily, you really don't need steel axes. Iron is more than enough. Even copper will do just fine. And you really only need one. And, rather than ditching your anvil for stuff, try ditching your steel axe for 100 logs. Thats more than enough to last you till you have a smelter going and can make your own axes. - Stormlock 7:03 Nov 1&lt;br /&gt;
&lt;br /&gt;
:Steel axes are the only axes available on the preparation screen now. Does anyone know if this is a bug or not? --[[User:Xazak|Xazak]] 18:47, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Should we really be dividing this up by biome? Seems to me it would be a better idea to lay this out as a series of options, e.g. &amp;quot;If you're settling in a mountainous/treeless region, drop your axes and take logs instead&amp;quot; etc. The new choices for landing site seem too diverse to keep the old formula methods of deciding on party goods. --[[User:Xazak|Xazak]] 18:48, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12320</id>
		<title>40d Talk:Starting build</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Starting_build&amp;diff=12320"/>
		<updated>2007-11-01T22:47:01Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, I'll have to see who wrote these starting builds and see if I can't contact him/her, but &amp;quot;About &amp;amp; Challenges&amp;quot; sounds uh... not informational? How about &amp;quot;Overview&amp;quot;? I don't want to edit your work here without your approval (even though I could do so on my own.) [[User:Schm0|Schm0]] 22:14, 31 October 2007 (EDT)&lt;br /&gt;
: Feel free to adjust the &amp;quot;About &amp;amp; Challenges&amp;quot; to anything else. It was just something to group one of the blocks of text and encourage others to write similar blocks of text. &amp;quot;Overview&amp;quot; sounds much better. --[[User:Shagie|Shagie]] 22:55, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
i wrote the dwarves &amp;amp; skills part and wrote a small info on why to take this kind of a build as most of the items you take are heavily dependant on the area you are in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Overviw sounds better though so i agree with that&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
also for the guy who asked why 10 bags; bags might be hard to come by in this version since cave spiders arent always there, which leads to little or no silk in the starting areas, and hunting might not be the best idea if you have dark gnomes or something like that in the area, and if you dont have any bags, making a glass indrusty will prove very hard.&lt;br /&gt;
&lt;br /&gt;
:No ''sand'' on a map makes making glass even harder.  No, impossible.--[[User:Draco18s|Draco18s]] 05:52, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== trade goods ==&lt;br /&gt;
&lt;br /&gt;
The mountain build suggests lots of turtle for trade goods as you'll have no wood, however shell and bone goods are worth next to nothing and roasts are worth enough to build out whole caravan. So rather then crafter and wood cutter skills I'd just go with a high-level cooking and sell excess food. (on the other hand shell and bone goods don't rot away ¬_¬) --[[User:Shades|Shades]] 06:03, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Food ==&lt;br /&gt;
&lt;br /&gt;
The builds suggest taking at least 6 of each 2 cost food items, but I would suggest only one of each 2 food item (for a free barrel) and a lot of turtles, which leave both shells and bones. As other meats only leave either a bone or nothing at all. So for the easiest game use turtles. --[[User:Soyweiser|Soyweiser]] 09:16, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Steel Axes? ==&lt;br /&gt;
&lt;br /&gt;
I noticed in the build it says to get 2 copper picks and one steel axe. The first real attempt I made at getting a fortress going, the first thing I did was ditch the _steel_ axe in favour of a cheaper material, and got a better pick. Steel items cost 300. Copper costs 20. While it makes sense to have a few extra copper picks in case your miner gets killed, a good solid iron pick will make the early mining (And his skill increase) go a lot faster. Contrarily, you really don't need steel axes. Iron is more than enough. Even copper will do just fine. And you really only need one. And, rather than ditching your anvil for stuff, try ditching your steel axe for 100 logs. Thats more than enough to last you till you have a smelter going and can make your own axes. - Stormlock 7:03 Nov 1&lt;br /&gt;
&lt;br /&gt;
:Steel axes are the only axes available on the preparation screen now. Does anyone know if this is a bug or not? --[[User:Xazak|Xazak]] 18:47, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Layout ==&lt;br /&gt;
&lt;br /&gt;
Should we really be dividing this up by biome? Seems to me it would be a better idea to lay this out as a series of options, e.g. &amp;quot;If you're settling in a mountainous/treeless region, drop your axes and take logs instead&amp;quot; etc. The new choices for landing site seem too diverse to keep the old formula methods of deciding on party goods. - [[User:Xazak|Xazak]] 15:32 Nov 1&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14093</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14093"/>
		<updated>2007-11-01T22:41:13Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oregon, USA&lt;br /&gt;
&lt;br /&gt;
I can be contacted in a variety of ways. Leave a message here, for instance.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14092</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14092"/>
		<updated>2007-11-01T22:41:00Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oregon, USA&lt;br /&gt;
&lt;br /&gt;
I can be contacted in a variety of ways. Leave a message here, for instance.&lt;br /&gt;
&lt;br /&gt;
--[[User:Xazak|Xazak]] 18:41, 1 November 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14091</id>
		<title>User:Xazak</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Xazak&amp;diff=14091"/>
		<updated>2007-11-01T22:34:57Z</updated>

		<summary type="html">&lt;p&gt;Xazak: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oregon, USA&lt;br /&gt;
&lt;br /&gt;
I can be contacted in a variety of ways. Leave a message here, for instance.&lt;/div&gt;</summary>
		<author><name>Xazak</name></author>
	</entry>
</feed>