<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Root+Infinity</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Root+Infinity"/>
	<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php/Special:Contributions/Root_Infinity"/>
	<updated>2026-05-24T15:26:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150699</id>
		<title>v0.31:Caverns</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Caverns&amp;diff=150699"/>
		<updated>2011-06-25T16:09:01Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: Added note on crops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Caverns''' are ''huge'' natural underground tunnel systems, inhabited by strange and dangerous creatures. They go up, down, left, right, and about anywhere else. Vanilla worlds provide three cavern layers. Number, size and z-position can be altered in the {{L|world generation}} parameters.&lt;br /&gt;
The caverns will usually have open map edges, allowing all sorts of {{L|creatures}} to migrate into and from the cavern. By exploring the caverns in adventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.&lt;br /&gt;
&lt;br /&gt;
Upon reclaiming a fort, all mud in the caverns is removed.&lt;br /&gt;
&lt;br /&gt;
''In subterranean biomes, Chasm, water, and lava mean land, water (pool), and magma (pipes) respectively.''&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
The top of the first cavern usually resides about 10-11 z-levels below the surface.&lt;br /&gt;
Each cavern layer spans multiple z-levels, and is filled with {{L|water}} to a certain degree. This can range from a few pools at the bottom level  to the whole layer being submerged, forming a gigantic underground sea, including {{L|fish}} and possibly camps of {{L|olm man|olm men}} and other {{L|fun}} aquatic creatures.&lt;br /&gt;
&lt;br /&gt;
The average amount of water cavern layers feature depends on your world generation settings, specifically&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MIN:0]&lt;br /&gt;
&lt;br /&gt;
	[CAVERN_LAYER_WATER_MAX:100]&lt;br /&gt;
&lt;br /&gt;
Note that if there is no {{l|water}} in the caverns that your civilization can access you cannot grow any underground {{l|crops}}!&lt;br /&gt;
&lt;br /&gt;
Beneath the third layer lies the {{l|magma sea}}.&lt;br /&gt;
&lt;br /&gt;
If you hit caverns too often then you can create a custom world with a higher number for 'Z Levels Above Layer 1' - Levels of stone above the first cavern layer. Making this higher will guarantee at least this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is. Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more levels than this.&lt;br /&gt;
&lt;br /&gt;
==Other features==&lt;br /&gt;
Exploring the underground world, you may find a variety of special geographical features. When your dwarves discover a feature, an announcement window will let you know of it.&lt;br /&gt;
&lt;br /&gt;
'''Deep pits:''' Deep pits are... deep pits, that connect one cavern level to the next.  They have a fixed shape. The top z-level, where the pit meets the next cavern level, is un-muddied rough rock floor where the normal space of the deep pit and the random rock spires of the cavern collide.&lt;br /&gt;
&lt;br /&gt;
If your map has an unseen cave-in at the beginning of embark, the caverns may have a deep pit somewhere. This occurs because some stone in the cavern above the deep pit is unsupported, and falls down. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
'''Magma pools:''' Despite the name, magma pools are not actual pools, but tubes extending up from the {{l|magma sea}}. Their shape is fixed and their presence random.  A magma tube might extend all the way to the top cavern, or merely a few z-levels. Magma pools can be distinguished from the magma sea even if they are only a single Z-level high due to two important features: they will always be walled by obsidian as opposed to the standard stone of the layer and, more importantly, will (very slowly) refill to their top if any magma is drained.&lt;br /&gt;
&lt;br /&gt;
'''Passages:'''&lt;br /&gt;
Passages are natural tunnels connecting two layers by ramps and short, twisted tunnel sections. The announcement window will let you know you've found a downward passage even if you happen to discover it from the bottom.&lt;br /&gt;
&lt;br /&gt;
==Vegetation==&lt;br /&gt;
Caverns will, from the topmost to the deepest, feature the following vegetation:&lt;br /&gt;
&lt;br /&gt;
'''Level one''': a benign (or as nice as caverns get) level, it has shrubs, {{l|Tower-cap}}s, and {{l|Fungiwood}}(s).&lt;br /&gt;
&lt;br /&gt;
'''Level two''': a level filled with, in addition to the above, {{l|Goblin-cap}}s, {{l|Spore tree}}s, {{l|Black-cap}}s, and {{l|Tunnel tube}}s.&lt;br /&gt;
&lt;br /&gt;
'''Level three''': a level lacking the trees the first level had, while still having those the second introduced, also has, {{l|Nether-cap}}s, and {{l|Blood thorn}}s.&lt;br /&gt;
&lt;br /&gt;
Removing a layer will cause the layer above to randomly pick from trees that it could have handled and the layer above can handle, here's an example of having only two layers:&lt;br /&gt;
&lt;br /&gt;
==Dangers==&lt;br /&gt;
There are many, many dangerous {{l|animal}}s in a cavern, including {{l|bugbat}}s, {{l|giant olm}}s, {{l|troll}}s, {{l|giant cave swallow}}s, and others.&lt;br /&gt;
&lt;br /&gt;
Cavern level one is as good as things get, and the following levels will {{l|Cave dragon|only}} {{l|Voracious cave crawler|be}} {{l|Magma crab|worse}}. If you can't stand level one, you won't be able to stand level two or three.&lt;br /&gt;
&lt;br /&gt;
{{l|Giant cave swallow|Flying creatures}} can {{l|Fun|ruin your day}} if your main stairwell leads directly into the cavern (the bottom of up-down/down stairs can be passed by flying creatures).&lt;br /&gt;
&lt;br /&gt;
Also, any cavern of sufficient size will be inhabited by {{l|giant cave spider}}s, which can be both {{l|Silk|benefit}} and hazard.&lt;br /&gt;
&lt;br /&gt;
One thing you really have to watch out for is having your main stairwell lead into a cavern.  It doesn't have to be so walking creatures can get in, but just so there's an open hole.  Any hostile creature sitting under your open stairway will spook any dwarves trying to use it, causing a flood of job cancellation messages as they keep trying to reach their destination.  When this happens it can lead to all your dwarves starving themselves to death.  Only build stairs on the side, preferably with a hatch.&lt;br /&gt;
&lt;br /&gt;
==Benefits==&lt;br /&gt;
Caverns provide ever regenerating resources in form of underground forests, animals to hunt, and fish.&lt;br /&gt;
On breaching a cavern layer, a variety of ores and gems lining its walls will be revealed.&lt;br /&gt;
The cavern floors are always {{l|Farming#Underground Farming|muddied}}, providing soil to a variety of underground {{l|plant}}s.&lt;br /&gt;
Also, underground caverns and the water they provide can be used in constructions and traps. Throwing your prisoners into a damp hellhole filled with ravaging beasts is a nice addition, too.  Additionally, creating a world without caverns will result in no subterranean plants, plant products (plump helmets/spawn/wine etc) or fish available on embark (or trade? {{verify}}).&lt;br /&gt;
&lt;br /&gt;
Once an underground cavern has been discovered, shrubs and trees will spontaneously grow on any subterranean {{l|soil}} or {{l|mud}}died {{l|rock}}, allowing you to construct underground tree farms and avoid sending dwarves to the surface to harvest wood, or just to get wood in environments without above-ground forests.&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
Cage traps placed in the caverns can capture pets for a {{l|Dungeon master}} to tame.&lt;br /&gt;
&lt;br /&gt;
==When should I start exploring?==&lt;br /&gt;
[[Image:Cavern.png‎|thumb|right|A cavern found underground.]]&lt;br /&gt;
You should have a working military. The first cavern usually has few hazardous monsters, apart from the occasional {{L|giant olm}} or {{L|giant toad|toad}} and {{L|giant cave spider}}s, but just one giant bat can destroy an early fort, and {{L|Forgotten beast|uninvited guests}} will wander in sooner or later. The subsequent caverns will become increasingly {{L|fun}}, so don't dig too deep without making adequate preparation. You can handle what tries to attack, presuming you don't have a {{L|siege}} to worry about.&lt;br /&gt;
&lt;br /&gt;
You can of course explore a cavern without a military, but you will likely get a bunch of dwarves killed.&lt;br /&gt;
&lt;br /&gt;
Not all parts of a cavern are immediately visible; A good portion of a cavern is revealed once you breach it, but other parts remain hidden until your dwarves explore them. Since you often don't know what you'll find in a cavern, they can be exciting places, but also very dangerous.&lt;br /&gt;
&lt;br /&gt;
==Methods of Exploration==&lt;br /&gt;
There are many different methods of exploring, some safer than others.&lt;br /&gt;
&lt;br /&gt;
'''Dwarf team''': The most entertaining method, you can have dwarves manually explore the cavern by foot. This can be done by ordering your {{l|squads}} into the cavern with move orders. If you use this method, it is recommended that you equip your dwarves well. The {{k|s}}quad:{{k|a}}ttack:{{k|l}}ist command will help you find and kill enemy creatures which may be located on many different z-levels inside the cavern.&lt;br /&gt;
&lt;br /&gt;
Note that creatures may wander into the cavern from the edges, so, if you want to start collecting silk, gems, ore and the other valuable loot in a cavern, and you want to do so safely, you should first kill or capture the creatures in the cavern, and then you can wall off the edges to keep new creatures from wandering in. Note that, if you want to keep flying creatures out, your walls will need to cover the edge of the cavern from the floor to the ceiling. If you'd still like to fight or capture wandering creatures, but don't want them killing your workers, you can leave some room for creatures to get in, and build doors or cages as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Fortifications''': as dwarves can see through {{L|fortification}}s, you can carve out a fortification near the edge of the explored area to safely discover more of the cavern. This prevents wildlife and {{L|megabeast}}s from entering your fort, as an added benefit. This method does not work for exploring the magma layers - or rather, it ''does'' work, but for a very, very brief time during which there is much [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Digging and walling''': Instead of {{L|smoothing}} a wall and then carving a fortification, it can be quicker to just dig out the wall and then blocking off the opening with a {{L|construction|constructed}} wall.  The disadvantage over the fortification method is that if any dangerous creatures are lurking unseen near edge of the explored area they might get to your dwarf before the wall can be put up.&lt;br /&gt;
&lt;br /&gt;
'''Digging from above''': The only method that works in the magma layers, this method requires you to dig a hole from above the caverns into the cavern. It is advisable to seal the hole afterwards if you wish to prevent flying or magma creatures from entering your fort.&lt;br /&gt;
&lt;br /&gt;
'''Autonomous Dwarven Cavern Rover''': {{L|Activity_zone#Pit.2FPond|Pit}} an animal into the cavern through an access tunnel above the cavern floor, walling it up afterward if you wish. The animal will wander the cavern, revealing more of it, and possibly stumble across things you would prefer your dwarves not encounter unaware. Use a female animal when you have a male of the same species somewhere in your fortress to produce a population of self replicating rovers.  If the animal is tame, its movement can be somewhat controlled by creating a {{L|Activity zone#Meeting Area|meeting zone}} in the place you would like it to move to.  &lt;br /&gt;
&lt;br /&gt;
'''Suicide mission''': Ideal for exploring the bottom of a deep pit or magma pool. Knock a dwarf or animal into the pit, and they will rapidly plummet. Despite being unconscious, they will report everything they see for as long as they are alive. {{L|Noble}}s and {{L|cat}}s make excellent geonauts.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
You can enter a cavern with an {{l|Adventurer_mode|adventurer}} and explore it.  The dangers are obvious;  Nasty creatures, pitfalls, etc.  But you also have to watch out because you can't fast-travel underground.  That means no easy healing, so you have to be very careful.  Make sure you stock up on food, water and (if you use it) ammunition before you head in, though, as caverns are quite massive and it can be difficult to find your way back.  Luckily, there are tribes of animal men underground;  Unlike in fortress mode, they are your friends. Some of them can even be hired.  Camps almost always have food, and usually some other items as well, though probably less useful.  Since you can't fast-travel, you have to rely on sleeping to heal, which can be dangerous due to the {{l|Giant cave spider|nature}} of caverns.  If you sleep in a camp, the tribe will try and protect you from {{l|Forgotten beast|whatever}} {{l|Troll|shows}} {{l|Blind cave ogre|up}}. Escaping from the caverns by the same route used as an entrance can be very difficult, though if you manage to reach a cavern area immediately underneath a town you will be able to fast-travel to the surface.&lt;br /&gt;
&lt;br /&gt;
==Caravan and embark item availability==&lt;br /&gt;
{{L|Embark}}ation and dwarven {{L|caravan}}s will only provide resources available in the first cavern level.  Since {{L|purring maggot}}s don't appear in the first cavern level, unlike in 40d, you can't buy dwarven {{L|cheese}} or dwarven {{L|milk}} {{Bug|1449}}.  A workaround is to edit the global {{L|raw file}}s to make purring maggots appear on level one, {{L|world generation|generate a new world}}, then edit the raws of the new world to change the maggots back to normal before embark.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=150508</id>
		<title>v0.31:Time</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=150508"/>
		<updated>2011-06-19T02:20:33Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Time in Dwarf Fortress can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are often colloquially referred to as &amp;quot;Time Units.&amp;quot; Time units are equal to different lengths of day, depending on the mode.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, a time unit is equal to 1.2 In-game minutes. There are 1200 time units in a day, 28 days in a month, and 336 days in a year. A year in fortress contains 403200 time units. In adventurer mode, a time unit is exactly 1 In-game second. Thus, adventurer mode is 72 times slower than fortress mode.&lt;br /&gt;
The conversion between Time units and seconds in Fortress mode, it's not precise, but it's been calculated that a time unit is about 0.01s(with an average of 100 fps), so a day in the game is equal to about 12s, a month to about 340s (5.7 mins) and a year to about 4032s (67.2 mins).&lt;br /&gt;
&lt;br /&gt;
The average human (with 1000 agility attribute) takes 10 time units, regardless of mode, to move one square. The average dwarf (with 900 agility) takes around 11. {{L|trap|Menacing spikes}} take 40 time units to raise/lower. Other delayed mechanical actions (like {{L|bridge}}s, {{L|floodgate}}s, and resetting {{L|pressure plate}}s) take 100 time units each.&lt;br /&gt;
&lt;br /&gt;
== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 T.U. or 50000 T.U. 1 growdur = 100 time units.&lt;br /&gt;
&lt;br /&gt;
== Hives ==&lt;br /&gt;
{{L|Vermin}} in {{L|hive}}s which produce items  (namely {{L|bee}}s which produce {{L|honey}}) have the HIVE_PRODUCT {{L|creature token}}, whose second parameter is the number of time units it takes for a hive to produce the product.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode and Adventurer Mode ==&lt;br /&gt;
Days pass more quickly in Fortress Mode than Adventurer Mode, specifically, 72 times more quickly. It takes an average dwarf around 13.2 minutes to take a single step in Fortress Mode. In Adventurer Mode, the same dwarf would only take 11 seconds.&lt;br /&gt;
&lt;br /&gt;
== Clocks ==&lt;br /&gt;
&lt;br /&gt;
Based on the fact that {{L|pressure plate}}s take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=150507</id>
		<title>v0.31:Time</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;diff=150507"/>
		<updated>2011-06-19T02:20:10Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
Time in Dwarf Fortress can be a somewhat complicated subject, but learning the ins and outs of the system is essential for modders and can be of great use to players, as time tracks everything from [[syndrome|syndromes]] to crop growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Breakdown ==&lt;br /&gt;
Time is measured in unnamed units, which are often colloquially referred to as &amp;quot;Time Units.&amp;quot; Time units are equal to different lengths of day, depending on the mode.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, a time unit is equal to 1.2 In-game minutes. There are 1200 time units in a day, 28 days in a month, and 336 days in a year. A year in fortress contains 403200 time units. In adventurer mode, a time unit is exactly 1 In-game second. Thus, adventurer mode is 72 times slower than fortress mode.&lt;br /&gt;
The conversion between Time units and seconds in Fortress mode, it's not precise, but it's been calculated that a time unit is about 0.01s(with an average of 100 fps), so a day in the game is equal to about 12s, a month to about 340s (5.7 mins) and a year to about 4032s (67.2 mins).&lt;br /&gt;
&lt;br /&gt;
The average human (with 1000 agility attribute) takes 10 time units, regardless of mode, to move one square. The average dwarf (with 900 agility) takes around 11. {{L|trap|Menacing spikes}} take 40 time units to raise/lower. Other delayed mechanical actions (like {{L|bridge}}s, {{L|floodgate}}s, and resetting {{L|pressure plate}}s) take 100 time units each.&lt;br /&gt;
&lt;br /&gt;
== Syndromes ==&lt;br /&gt;
[[Syndrome|Syndromes]] use time units. A syndrome that lists its effect as starting at &amp;quot;5&amp;quot; means that for all but the [[Elf|fastest characters]], you will begin feeling the effects as soon as you take a step. &amp;quot;50&amp;quot; means 50 time units (or about five steps), and &amp;quot;500&amp;quot; reliably suggests that you'll be able to stagger all the way back to the hospital before your [[Giant desert scorpion|brain pours out of your ears]].&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
Plants use a tag called GROWDUR. The GROWDUR value is generally set to 300 or 500, which is actually 30000 T.U. or 50000 T.U. 1 growdur = 100 time units.&lt;br /&gt;
&lt;br /&gt;
== Hives ==&lt;br /&gt;
{{L|Vermin}} in {{L|hive}}s which produce items  (namely {{L|bee}}s which produce {{L|honey}}) have the HIVE_PRODUCT {{L|creature token}}, whose second parameter is the number of time units it takes for a hive to produce the product.&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode and Adventurer Mode ==&lt;br /&gt;
Days pass more quickly in Fortress Mode than Adventurer Mode, specifically, 72 times more quickly. It takes an average dwarf around 13.2 minutes to take a single step in Fortress Mode. In Adventurer Mode, the same dwarf would only take 11 seconds.&lt;br /&gt;
&lt;br /&gt;
== Clocks ==&lt;br /&gt;
&lt;br /&gt;
Based on the fact that {{L|pressure plate}}s) take 100 steps to reset, some people have built various time-keeping devices to do various things around the fort, like flooding a trap once a month, or just for fun.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=150287</id>
		<title>v0.31:Computing</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Computing&amp;diff=150287"/>
		<updated>2011-06-12T02:22:16Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* Related user pages */ Added link to my user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
[[File:7x191.PNG|right|thumb|Dwarven Computing at its best: this calculator has more processing power than twenty dwarves combined! However, that's not really saying much.]]&lt;br /&gt;
Computing in Dwarf Fortress is the practice of setting up complex constructions to perform logical operations and calculations; ideally, to control some functionality of your fortress. Even if it isn't a young concept anymore, there is still much room for improvement and development. One reason is that there are many ways to solve one problem. Innovation and invention are encouraged.&lt;br /&gt;
=== Binary information ===&lt;br /&gt;
Binary information can have one of two possible states: true or false, respectively 1 or 0. In dwarf fortress they can be represented by different entities:&lt;br /&gt;
* on/off state or signal of a {{l|trigger|trigger}} (pressure plate, lever)&lt;br /&gt;
* power or connection state of a {{l|machine component|machine component}}&lt;br /&gt;
* open or closed state of a {{l|door|door}} or similar buildings&lt;br /&gt;
* {{l|pressure plate|low/high}} or {{l|flow|flowing/standing}} {{l|water|fluid}}&lt;br /&gt;
* present {{l|creature|creature}}s and {{l|dwarf|borgs}}&lt;br /&gt;
&lt;br /&gt;
Electronic devices and computers base on this elementary form of information, and if you want to go into computing, you’ll have to familiarize yourself with it. [http://en.wikipedia.org/wiki/Propositional_calculus propositional calculus]&lt;br /&gt;
=== Input/Output ===&lt;br /&gt;
Input can be any device which can be linked to another device with mechanisms, such as {{l|lever|levers}} or {{l|pressure plate|pressure plates}}. Pressure plates can measure water, magma, or creature weight, and can be set to react to your own dwarves if measuring creature weight. If measuring water or magma you specify the minimum and maximum levels at which it should output 'on', and at all other levels it will output an 'off' signal. Regardless of the actual amount of water, magma, or creature weight on your pressure plate, the plate can only output an 'on' or 'off' signal (1 or 0) to whatever devices it is linked to. So everything you build will have a binary base.&lt;br /&gt;
&lt;br /&gt;
====Input elements====&lt;br /&gt;
* manual: {{l|lever|lever}} -&amp;gt; binary on/off signal&lt;br /&gt;
* triggered: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal&lt;br /&gt;
&lt;br /&gt;
According to input, output can be anything that is able to react to an on/off signal. This can be doors, bridges, floodgates allowing or stopping flow, gears controlling pumps and much more. In some special configurations - when {{l|mechanical logic|mechanical logic}} is involved - output may not be a on/off signal but power, thus running or not running a machine component.&lt;br /&gt;
&lt;br /&gt;
Currently to convert from power to an on/off signal, the only way is to use a kind of {{l|Mechanical_logic#Power_to_signal_converter|power to signal converter}}, a screw pump connected to that power source, and a pressure plate to measure whether water is being pumped.&lt;br /&gt;
&amp;lt;!-- ...screw pump connected to that power source &amp;lt;s&amp;gt;with an unlimited amount of water and drainage at the output&amp;lt;/s&amp;gt;, and a pressure plate to measure whether water is being pumped&amp;lt;s&amp;gt; out by the pump&amp;lt;/s&amp;gt;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Output elements====&lt;br /&gt;
* signal: {{l|pressure plate|pressure plate}} -&amp;gt; binary on/off signal -&amp;gt; linkable Object(s)&lt;br /&gt;
* power: {{l|gear assembly|gear assembly}} -&amp;gt; binary power on/power off -&amp;gt; machine&lt;br /&gt;
&lt;br /&gt;
=== Binary logic ===&lt;br /&gt;
Basic binary logic takes one or two input bits and creates an output based on them. The devices that perform these operations are commonly called '''logic gates'''.&amp;lt;br /&amp;gt;&lt;br /&gt;
* NOT - takes one input and returns the opposite of the input&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A &lt;br /&gt;
! NOT&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
* AND - takes two inputs and returns true if both inputs are true&lt;br /&gt;
* OR - takes two inputs and returns true if at least one input is true&lt;br /&gt;
* XOR - takes two inputs and returns true if exactly one input is true&lt;br /&gt;
* NAND - takes two inputs and returns true if either input is false&lt;br /&gt;
* NOR - takes two inputs and returns true if both inputs are false&lt;br /&gt;
* XNOR - takes two inputs and returns true if both inputs are identical&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=1&lt;br /&gt;
|-&lt;br /&gt;
! input A&lt;br /&gt;
! input B&lt;br /&gt;
! AND&lt;br /&gt;
! OR&lt;br /&gt;
! XOR&lt;br /&gt;
! NAND&lt;br /&gt;
! NOR&lt;br /&gt;
! NXOR&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|}&amp;lt;br /&amp;gt;&lt;br /&gt;
The most human-understandable logic system requires NOT, AND and OR gates, but having a design for either a NAND or a NOR gate is enough to build any of the other gates. Some gates are easier to create or need fewer components than others depending on what discipline your logic relies on. Designing each individual gate that you will need (or using designs that had each individual gate designed) rather than building a gate out of multiple NAND gates or the like will generally result in your dorfputer reacting faster and using less resources (power, water, kittens, construction materials, what-have-you).&lt;br /&gt;
&lt;br /&gt;
=== Complex gates ===&lt;br /&gt;
* {{l|Latch|Latch}} - storing and reading a single binary value&lt;br /&gt;
* {{l|Repeater|Repeater}} - sending a repeating signal&lt;br /&gt;
* {{l|Counter|Counter}}/{{l|Adder|Adder}} - binary calculation&lt;br /&gt;
&lt;br /&gt;
== Disciplines ==&lt;br /&gt;
There are 3 main disciplines of dwarfputing, depending on what would drive the dwarfputer. Each of them has its assets and drawbacks.&lt;br /&gt;
&lt;br /&gt;
The three disciplines are:&lt;br /&gt;
=== Fluid logic ===&lt;br /&gt;
{{l|Fluid logic|Fluid logic}} is controlling the ''flow of fluid'' over different pressure plates. Fluid logic can be easily constructed and every known logic gate in dwarf fortress has already been built with it. On the other hand this discipline depends on a somehow unlimited source of the used fluid to deal with its {{l|evaporation|evaporation}} and {{L|Water#Water in Fortress Mode|destruction}}.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical logic ===&lt;br /&gt;
{{l|Mechanical logic|Mechanical logic}} uses systems of axles and {{l|gear assembly|gear assemblies}} to build logical gates. Mechanical logic reacts very fast and can be easily constructed, except for the need for a fluid-pump-based power-&amp;gt;signal converter in every gate. Since every gear can itself be linked to a trigger (or multiple triggers), and automatically connect to adjacent gears for transferring either power or load, mechanical logic gates are very flexible and don't require anywhere near the number of different devices that tend to be used in fluid logic gates (except, again, for the requirement for a fluid-pump-based power-&amp;gt;signal converter in every gate, unless you intend to use it to control a pump). On the other hand this discipline uses a LOT of mechanical power, and due to the lack of a power-&amp;gt;signal converter, also referred to as a &amp;quot;rotation sensor&amp;quot; (a device to convert from power to on/off link signals), you need to build one using fluid logic components if you want to connect multiple mechanical logic gates together or connect a mechanical logic gate to any output other than a pump.  There is, however, now a fully functional fluid preserving rotation sensor design.  So, in truth, current mechanical logic is more correctly termed mechanical-fluid hybrid logic, as you need some source of fluid to &amp;quot;prime&amp;quot; the rotation sensors your design will need.  Along with new techniques to construct logic gates by &amp;quot;pre-toggling&amp;quot; a gear assembly (see {{l|Pre-Toggled Mechanical Logic|Pre-Toggled Mechanical Logic}}), any logical circuit can be built, given enough space in the game to do it.&lt;br /&gt;
&lt;br /&gt;
=== Animal logic ===&lt;br /&gt;
{{l|Animal logic|Animal logic}} places animals in an enclosed room, with a door blocking the path to where they desire to go, and a pressure plate below a hatch, with obstacles which are controlled by triggers. The animal thinks it can walk through the door, and if it has a path to the door will walk up to it and stand on the hatch. When the hatch is opened by a trigger, it falls onto the pressure plate. As long as the hatch is open, or other obstacles block its path to the door it remains on the pressure plate and the output is 'on'. Once it sees a path to the door it will leave the pressure plate. Generally this is made possibly by the fact that animals try to go to their parent while they're children, or to the meeting area. There are also be designs which use captured hostiles.&lt;br /&gt;
&lt;br /&gt;
There was a fourth, theoretical, discipline, Borg Logic, but there was never any reported success inventing any functioning and useful borg logic systems.&lt;br /&gt;
&lt;br /&gt;
===Examples of things you could do with logic gates===&lt;br /&gt;
* Repeater: Repeatedly toggling hatches open and closed, or spikes up and down.&lt;br /&gt;
* Latch: Making resettable one-use pressure plates which are reset by a lever.&lt;br /&gt;
* NOT gate: Reversing the effect of a switch or creature-sensing pressure plate, generally linked to a latch device. You can, of course, mod the latch device to send the opposite signal instead of using a NOT gate.&lt;br /&gt;
* AND gate: Requiring more than one condition to be true for something to occur. For instance, you could have a group of AND gates, with a system on/off switch, and and other triggers, with each trigger linked to a different AND gate with the system on/off switch linked to the the second input on all the AND gates, so that when the system on/off switch is OFF the output will be OFF on all the AND gates.&lt;br /&gt;
* OR gate: You could link two 1-7 water sensors to an OR gate, and link that to a NOT gate, and link that to some floodgates or doors which act as emergency bulkheads, closing when water is detected in the area. Or, link the OR gate to bridges which raise instead (but you may crush things, and bridges are slower than doors).&lt;br /&gt;
* XOR gate: You could use pressure plates hooked to latches at different points in your fort to detect enemy intrusion, and set them up to seal off the area with both an interior and exterior bulkhead when the intrusion occurs, but hook your latches up with an XOR gate and hook the output to the interior bulkhead to unseal that one if your pressure plates have detected that the enemy has gotten past it.&lt;br /&gt;
* NOR gate: A NOR gate returns TRUE (ON) only if both inputs are FALSE. Instead of using the OR gate example with a NOT gate, you could use a NOR gate linked to two 1-7 water sensors, whose output goes to doors or floodgates. When the pressure plates are both waterless, the floodgates will be open. When one detects water, the floodgates close. (If you used 0-0 pressure plates with an OR, you would get an OFF signal if both plates detected water, or an ON signal otherwise (which is the same as 1-7 NAND 1-7))&lt;br /&gt;
* NAND gate: A NAND gate returns TRUE (ON) whenever both inputs are not both TRUE (e.g. ON NAND ON is OFF, but every other combination is ON). Instead of the OR NOT or NOR example, you could link two 0-0 water sensors to a NAND gate, and link the NAND gate's output to raising bridges. 0-0 NAND 0-0 is the same as 1-7 OR 1-7. If there is no water on both pressure plates, the NAND gate will output an OFF signal. If, however, either has water, it will output an ON signal.&lt;br /&gt;
&lt;br /&gt;
* And here's a more complicated example, omitting the details of what gates to use: An automated swimming training room, where you pull a lever to close exit doors and open hatches to drop water into it, then pressure plates detect when there's enough water and close the hatches, and after a certain amount of time (using a very slow repeater, for instance), drains and exit doors open and the system resets until you pull the lever again. Or, the lever could be taken out entirely and the system could be made fully automatic (with dwarves set to train in the room, for instance) using the repeater.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
There are few examples of a really useful dwarfputer and some concepts which have the potential to become useful for others. But in most cases they are made just for fun. What doesn't mean to diminish their designers achievements, because these are in general the more complex ones.&amp;lt;br /&amp;gt;At the moment there are no known examples of animal or borg logic.&lt;br /&gt;
=== Useful ===&lt;br /&gt;
* Magma trap&lt;br /&gt;
** This is an example of a useful dwarfputer controlling a magma trap. It automatically floods an area with lava, cleans up and resets afterwards. The timing is perfectly adjusted to let the victims vanish only leaving their valuable metal behind.&amp;lt;br /&amp;gt;video: http://mkv25.net/dfma/movie-1808-perfectmagmatrap&amp;lt;br /&amp;gt;design: http://i576.photobucket.com/albums/ss208/kanddak/magmatrap.png&lt;br /&gt;
&lt;br /&gt;
=== Concepts ===&lt;br /&gt;
* repeater&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1370-pump-basedautorepeater&lt;br /&gt;
* adding machine&lt;br /&gt;
** mechanical logic, 6-bit: http://mkv25.net/dfma/movie-1561-addingmachine&lt;br /&gt;
** fluid logic, 8-bit: http://mkv25.net/dfma/movie-1084-numberabbeydemonstration&lt;br /&gt;
=== Such a doddle ===&lt;br /&gt;
* decimal display for 4-bit binary input&lt;br /&gt;
** mechanical logic, decimal with overflow-bit: http://mkv25.net/dfma/movie-1745-dwarfputerv01&lt;br /&gt;
** probably fluid logic: http://mkv25.net/dfma/movie-1657-7segmentlcddisplay&lt;br /&gt;
** fluid logic, hexadecimal: http://mkv25.net/dfma/movie-1092-7-segmentdisplaydemonstration&lt;br /&gt;
* tic tac toe&lt;br /&gt;
** mechanical logic http://mkv25.net/dfma/movie-1813-tictactoev10simple&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Related user pages ==&lt;br /&gt;
*[[User:BaronW]] - The Almighty Dwarven Calculator&lt;br /&gt;
*[[User:Jong/Dwarven_Computer]] - The first fully programmable digital Dwarven Computer&lt;br /&gt;
*[[User:SL/Logic Gates]] - These use mechanisms for connecting gates and devices and so forth, but fluid for logic. They're built on top of a body of water, and require power (for a pump or two per gate).&lt;br /&gt;
*[[User:Kyace/Adder]] - A full adder built using fluid logic, with a video of a rough prototype. Trivial to combine 8 of these to make a fluid device capable of adding two 8 bit numbers together.&lt;br /&gt;
*[[User:Soundandfury#Logic_Gates]] - These have a water supply reservoir above and a drain below.  The drained water can be pumped back to the supply reservoir.&lt;br /&gt;
*[[User:Bidok]] - Animal logic with all gates, memory, repeater and counter. All powered by kittens.&lt;br /&gt;
*[[User:LordOOTFD#Animal_Logic]] - Animal logic with fast complex gates, building upon Bidok's kitten powered systems.&lt;br /&gt;
*[[User:Hussell#Assorted_Devices]] - Fluid logic&lt;br /&gt;
*[[User:Gammon]] - Fluid logic. Very detailed CMOS gates.&lt;br /&gt;
*[[User:Root Infinity]] - Misc. logic gates.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
[[Category:DF2010:Computing]]&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150286</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150286"/>
		<updated>2011-06-12T02:19:52Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop toggles states when both C and T are on. Either Q or R are on at all times, but not both. It can be kind of hard to trigger properly the first time. If that happens (both Q and R are alternating on and off), disconnect all power and manually pump one of each of (Q or R) and (H or I), then reconnect power while the two pumps are both being forced on.&lt;br /&gt;
====Truth Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Inputs&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Outputs&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
! T&lt;br /&gt;
! Q&lt;br /&gt;
! R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| R&lt;br /&gt;
| Q&lt;br /&gt;
|}&lt;br /&gt;
====Design====&lt;br /&gt;
 CQ= &amp;lt;-- to power sensor for R (inverted)&lt;br /&gt;
 pI&lt;br /&gt;
&lt;br /&gt;
 pr&lt;br /&gt;
 ti= &amp;lt;-- To power sensor for H&lt;br /&gt;
 pc&lt;br /&gt;
 th= &amp;lt;-- To power sensor for I&lt;br /&gt;
 pq&lt;br /&gt;
&lt;br /&gt;
 pH&lt;br /&gt;
 CR= &amp;lt;-- To power sensor for Q (inverted)&lt;br /&gt;
&lt;br /&gt;
These three sections do not need to be placed together.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Connected to&lt;br /&gt;
|-&lt;br /&gt;
| P&lt;br /&gt;
| Power in&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Clock&lt;br /&gt;
|-&lt;br /&gt;
| T &lt;br /&gt;
| Toggle in&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Q Output&lt;br /&gt;
|-&lt;br /&gt;
| R&lt;br /&gt;
| R Output&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| H &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| I &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| *&lt;br /&gt;
| Gear Assembly&lt;br /&gt;
|}&lt;br /&gt;
Note: Letters that are upper-case mean that the gear assembly has been pre-toggled.&lt;br /&gt;
&lt;br /&gt;
==Hybrid Logic==&lt;br /&gt;
Hybrid logic elements use more than just one type of logic.&lt;br /&gt;
===Rotation Sensor===&lt;br /&gt;
A rotation sensor is something that turns a presence or absence of power to the input to a toggle output.&lt;br /&gt;
This rotation sensor is fluid-conserving and fast.&lt;br /&gt;
====Design====&lt;br /&gt;
   %&amp;gt;^~#&lt;br /&gt;
 - --- -&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#~~~~~#&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is the side view.&lt;br /&gt;
Connect the pump to the input, &amp;amp; fill it with 42 units of water (6 full water tiles).&lt;br /&gt;
If you want it to be inverting, set the pressure plate to trigger on 2-4 units of water, otherwise set it to 5-7 units.&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| %&amp;gt;&lt;br /&gt;
| Pump (pumps from left)&lt;br /&gt;
|-&lt;br /&gt;
| #&lt;br /&gt;
| Wall&lt;br /&gt;
|-&lt;br /&gt;
| ^&lt;br /&gt;
| Pressure Plate&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| ~&lt;br /&gt;
| Water&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150285</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150285"/>
		<updated>2011-06-12T02:06:28Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop toggles states when both C and T are on. Either Q or R are on at all times, but not both. It can be kind of hard to trigger properly the first time. If that happens (both Q and R are alternating on and off), disconnect all power and manually pump one of each of (Q or R) and (H or I), then reconnect power while the two pumps are both being forced on.&lt;br /&gt;
====Truth Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
! T&lt;br /&gt;
! Q&lt;br /&gt;
! R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| R&lt;br /&gt;
| Q&lt;br /&gt;
|}&lt;br /&gt;
====Design====&lt;br /&gt;
 CQ= &amp;lt;-- to power sensor for R (inverted)&lt;br /&gt;
 pI&lt;br /&gt;
&lt;br /&gt;
 pr&lt;br /&gt;
 ti= &amp;lt;-- To power sensor for H&lt;br /&gt;
 pc&lt;br /&gt;
 th= &amp;lt;-- To power sensor for I&lt;br /&gt;
 pq&lt;br /&gt;
&lt;br /&gt;
 pH&lt;br /&gt;
 CR= &amp;lt;-- To power sensor for Q (inverted)&lt;br /&gt;
&lt;br /&gt;
These three sections do not need to be placed together.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Connected to&lt;br /&gt;
|-&lt;br /&gt;
| P&lt;br /&gt;
| Power in&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Clock&lt;br /&gt;
|-&lt;br /&gt;
| T &lt;br /&gt;
| Toggle in&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Q Output&lt;br /&gt;
|-&lt;br /&gt;
| R&lt;br /&gt;
| R Output&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| H &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| I &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| *&lt;br /&gt;
| Gear Assembly&lt;br /&gt;
|}&lt;br /&gt;
Note: Letters that are upper-case mean that the gear assembly has been pre-toggled.&lt;br /&gt;
&lt;br /&gt;
==Hybrid Logic==&lt;br /&gt;
Hybrid logic elements use more than just one type of logic.&lt;br /&gt;
===Rotation Sensor===&lt;br /&gt;
A rotation sensor is something that turns a presence or absence of power to the input to a toggle output.&lt;br /&gt;
This rotation sensor is fluid-conserving and fast.&lt;br /&gt;
====Design====&lt;br /&gt;
   %&amp;gt;^~#&lt;br /&gt;
 - --- -&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#~~~~~#&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is the side view.&lt;br /&gt;
Connect the pump to the input, &amp;amp; fill it with 42 units of water (6 full water tiles).&lt;br /&gt;
If you want it to be inverting, set the pressure plate to trigger on 2-4 units of water, otherwise set it to 5-7 units.&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| %&amp;gt;&lt;br /&gt;
| Pump (pumps from left)&lt;br /&gt;
|-&lt;br /&gt;
| #&lt;br /&gt;
| Wall&lt;br /&gt;
|-&lt;br /&gt;
| ^&lt;br /&gt;
| Pressure Plate&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| ~&lt;br /&gt;
| Water&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150284</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150284"/>
		<updated>2011-06-12T02:04:30Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop toggles states when both C and T are on. Either Q or R are on at all times, but not both. It can be kind of hard to trigger properly the first time. If that happens (both Q and R are alternating on and off), disconnect all power and manually pump one of each of (Q or R) and (H or I), then reconnect power while the two pumps are both being forced on.&lt;br /&gt;
====Truth Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
! T&lt;br /&gt;
! Q&lt;br /&gt;
! R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| R&lt;br /&gt;
| Q&lt;br /&gt;
|}&lt;br /&gt;
====Design====&lt;br /&gt;
 CQ= &amp;lt;-- to power sensor for R (inverted)&lt;br /&gt;
 pI&lt;br /&gt;
&lt;br /&gt;
 pr&lt;br /&gt;
 ti= &amp;lt;-- To power sensor for H&lt;br /&gt;
 pc&lt;br /&gt;
 th= &amp;lt;-- To power sensor for I&lt;br /&gt;
 pq&lt;br /&gt;
&lt;br /&gt;
 pH&lt;br /&gt;
 CR= &amp;lt;-- To power sensor for Q (inverted)&lt;br /&gt;
&lt;br /&gt;
These three sections do not need to be placed together.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Connected to&lt;br /&gt;
|-&lt;br /&gt;
| P&lt;br /&gt;
| Power in&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Clock&lt;br /&gt;
|-&lt;br /&gt;
| T &lt;br /&gt;
| Toggle in&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Q Output&lt;br /&gt;
|-&lt;br /&gt;
| R&lt;br /&gt;
| R Output&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| H &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| I &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| *&lt;br /&gt;
| Gear Assembly&lt;br /&gt;
|}&lt;br /&gt;
Note: Letters that are upper-case mean that the gear assembly has been pre-toggled.&lt;br /&gt;
&lt;br /&gt;
==Hybrid Logic==&lt;br /&gt;
===Rotation Sensor===&lt;br /&gt;
This rotation sensor is fluid-conserving and fast.&lt;br /&gt;
====Design====&lt;br /&gt;
   %&amp;gt;^~#&lt;br /&gt;
 - --- -&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;#~~~~~#&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This is the side view.&lt;br /&gt;
Connect the pump to the input, &amp;amp; fill it with 42 units of water (6 full water tiles).&lt;br /&gt;
If you want it to be inverting, set the pressure plate to trigger on 2-4 units of water, otherwise set it to 5-7 units.&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Symbol&lt;br /&gt;
! Meaning&lt;br /&gt;
|-&lt;br /&gt;
| %&amp;gt;&lt;br /&gt;
| Pump (pumps from left)&lt;br /&gt;
|-&lt;br /&gt;
| #&lt;br /&gt;
| Wall&lt;br /&gt;
|-&lt;br /&gt;
| ^&lt;br /&gt;
| Pressure Plate&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| Floor&lt;br /&gt;
|-&lt;br /&gt;
| ~&lt;br /&gt;
| Water&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150283</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150283"/>
		<updated>2011-06-12T01:53:02Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* Flip-flops */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop toggles states when both C and T are on. Either Q or R are on at all times, but not both. It can be kind of hard to trigger properly the first time. If that happens (both Q and R are alternating on and off), disconnect all power and manually pump one of each of (Q or R) and (H or I), then reconnect power while the two pumps are both being forced on.&lt;br /&gt;
====Truth Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
! T&lt;br /&gt;
! Q&lt;br /&gt;
! R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| R&lt;br /&gt;
| Q&lt;br /&gt;
|}&lt;br /&gt;
====Design====&lt;br /&gt;
 CQ= &amp;lt;-- to power sensor for R (inverted)&lt;br /&gt;
 pI&lt;br /&gt;
&lt;br /&gt;
 pr&lt;br /&gt;
 ti= &amp;lt;-- To power sensor for H&lt;br /&gt;
 pc&lt;br /&gt;
 th= &amp;lt;-- To power sensor for I&lt;br /&gt;
 pq&lt;br /&gt;
&lt;br /&gt;
 pH&lt;br /&gt;
 CR= &amp;lt;-- To power sensor for Q (inverted)&lt;br /&gt;
&lt;br /&gt;
These three sections do not need to be placed together.&lt;br /&gt;
&lt;br /&gt;
====Legend====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Connected to&lt;br /&gt;
|-&lt;br /&gt;
| P&lt;br /&gt;
| Power in&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Clock&lt;br /&gt;
|-&lt;br /&gt;
| T &lt;br /&gt;
| Toggle in&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Q Output&lt;br /&gt;
|-&lt;br /&gt;
| R&lt;br /&gt;
| R Output&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| H &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| I &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| *&lt;br /&gt;
| Gear Assembly&lt;br /&gt;
|}&lt;br /&gt;
Note: Letters that are upper-case mean that the gear assembly has been pre-toggled.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150282</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150282"/>
		<updated>2011-06-12T01:52:30Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* T Flip-flop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop toggles states when both C and T are on. Either Q or R are on at all times, but not both. It can be kind of hard to trigger properly the first time. If that happens (both Q and R are alternating on and off), disconnect all power and manually pump one of each of (Q or R) and (H or I), then reconnect power while the two pumps are both being forced on.&lt;br /&gt;
====Truth Table====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! C&lt;br /&gt;
! T&lt;br /&gt;
! Q&lt;br /&gt;
! R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Q&lt;br /&gt;
| R&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| R&lt;br /&gt;
| Q&lt;br /&gt;
|}&lt;br /&gt;
====Design====&lt;br /&gt;
 CQ= &amp;lt;-- to power sensor for R (inverted)&lt;br /&gt;
 pI&lt;br /&gt;
&lt;br /&gt;
 pr&lt;br /&gt;
 ti= &amp;lt;-- To power sensor for H&lt;br /&gt;
 pc&lt;br /&gt;
 th= &amp;lt;-- To power sensor for I&lt;br /&gt;
 pq&lt;br /&gt;
&lt;br /&gt;
 pH&lt;br /&gt;
 CR= &amp;lt;-- To power sensor for Q (inverted)&lt;br /&gt;
&lt;br /&gt;
These three sections do not need to be placed together.&lt;br /&gt;
&lt;br /&gt;
===Legend===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
! Connected to&lt;br /&gt;
|-&lt;br /&gt;
| P&lt;br /&gt;
| Power in&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| Clock&lt;br /&gt;
|-&lt;br /&gt;
| T &lt;br /&gt;
| Toggle in&lt;br /&gt;
|-&lt;br /&gt;
| Q&lt;br /&gt;
| Q Output&lt;br /&gt;
|-&lt;br /&gt;
| R&lt;br /&gt;
| R Output&lt;br /&gt;
|-&lt;br /&gt;
| H&lt;br /&gt;
| H &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| I &amp;quot;Output&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| *&lt;br /&gt;
| Gear Assembly&lt;br /&gt;
|}&lt;br /&gt;
Note: Letters that are upper-case mean that the gear assembly has been pre-toggled.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150266</id>
		<title>User:Root Infinity</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:Root_Infinity&amp;diff=150266"/>
		<updated>2011-06-11T15:23:18Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Flip-flops==&lt;br /&gt;
A flip-flop is a logic gate with &amp;quot;memory&amp;quot; - see [http://en.wikipedia.org/wiki/Flip-flop_(electronics) Wikipedia] for more.&lt;br /&gt;
&lt;br /&gt;
===T Flip-flop===&lt;br /&gt;
This flip-flop changes states every 101 steps or so when both C and T are on.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150248</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150248"/>
		<updated>2011-06-11T02:32:55Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* Sidebar broken on Konqueror? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
&lt;br /&gt;
== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page Request for Root Infinity ==&lt;br /&gt;
&lt;br /&gt;
I want to have a user page - I've been doing some logic work on the forums (see [http://www.bay12forums.com/smf/index.php?topic=86316 here] for the details so far), and I wish to be able to post designs on my user page temporarily, and/or for the more specialized logic (JK/T/D flip-flops; (de)multiplexers, et cetera. Can you please set this up for me?&lt;br /&gt;
&lt;br /&gt;
Also, is there anything that you want me to do? I like doing minor editing, and also like doing logic-based things.&lt;br /&gt;
&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:28, 11 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sidebar broken on Konqueror? ==&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=85834 here] - basically the sidebar is pushed to down below the bottom of the page.&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:32, 11 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150247</id>
		<title>User talk:Emi</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Emi&amp;diff=150247"/>
		<updated>2011-06-11T02:28:35Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* User Page Request for Root Infinity */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Please leave new messages by pressing the new section button. It is next to the edit button, and looks like a +. Be sure to sign your message with &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; so I know who left me the message.&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
The wiki system is set up to autoconfirm a user after 3 days of existence as a registered user.  Once that's done, you'll never have to enter a captcha again. (also, it's not possible, even as an admin / bureaucrat to manually add a user to the autoconfirmed group, sorry) --[[User:Briess|Briess]] 07:37, 13 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Contact Info ==&lt;br /&gt;
&lt;br /&gt;
I'm on IRC nearly every waking moment. --[[User:Briess|Briess]] 20:13, 16 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==[[Template:ArticleVersion]]==&lt;br /&gt;
''Two dozen'' consecutive edits? &amp;quot;Preview&amp;quot; just not a possibility?--[[User:Albedo|Albedo]] 20:14, 17 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== cv ==&lt;br /&gt;
So, forgive my continuing ignorance, but once the changeover happens, &amp;quot;cv&amp;quot; will then become whatever version 2010 is, right? And if so, how do we then distinguish between redirects appropriate only to the 40d legacy articles (which are currently being &amp;quot;corrected&amp;quot; using CV) and those that should go to the then truly &amp;quot;current version&amp;quot; 2010 articles?--[[User:Albedo|Albedo]] 21:45, 21 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search terms and redirects ==&lt;br /&gt;
&lt;br /&gt;
 So a redirect chain like Gold bars -&amp;gt; 40d:Gold bars -&amp;gt; 40d:metal is correct, don't change it. Emi&lt;br /&gt;
Hi. I'm ''sure'' what you meant was to ask ''&amp;quot;Why did you delete that?&amp;quot;'', and not presume to lecture me about how redirects work.  And my response would be - ''&amp;quot;Why did you create it?&amp;quot;''   Because I didn't &amp;quot;change&amp;quot; it, I ''deleted'' it - and there's a difference, and a difference in the reasoning behind each.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gold bars&amp;quot; is not really a term to link from, just not appropriate for a page title.  It's not a term likely to be typed in to the search window, nor is it a wiki-article title in game terms. [[Gold]] is a perfectly valid (and existing) search term, and [[bars]] are as well, but not in the sense of &amp;quot;gold bars&amp;quot;, unless you are [[construction|constructing]] horizontal or vertical bars from a single '''[[bar]]''' of [[gold]] (&amp;quot;bars&amp;quot; of gold being distinct from a &amp;quot;bar&amp;quot; of gold, for better or worse).  And it's not usually a policy to create redirects, even Search redirects, based on erroneous understandings of the layout of the wiki.  (If so, &amp;quot;silver bars&amp;quot;, &amp;quot;copper bars&amp;quot;, &amp;quot;bismuth bronze battle axe&amp;quot; and &amp;quot;narrow giant cave spider silk trousers&amp;quot; could all be included by some well meaning user based on one User's example - and that's more work than I want. Or any Admin.)  More, &amp;quot;gold bars&amp;quot; is plural, which breaks yet another rule.  So why, pray, do we need it in the first place?  Lastly, if &amp;quot;gold bars&amp;quot; ''were'' a valid search or redirect term, I would think it should redirect to either &amp;quot;bar&amp;quot;, the item (to clarify what a &amp;quot;bar&amp;quot; is, gold or not), or &amp;quot;gold&amp;quot; (the [[material]], to address that aspect), rather than [[metal]], which doesn't address the actual term, but is only a generally related umbrella article - but that confusion gets back to the reason I deleted it in the first place.  I didn't even notice it was you that had created that page, but if I had I would have asked you this before deleting it.  So... since we're here, why ''did'' you see a need to create it in the first place?&lt;br /&gt;
&lt;br /&gt;
And while we're on the subject, you seem to be fairly enthusiastic about redirecting every game term to cv:game term - even if they are NOT version specific. You may want to slow down before hitting every last one, since things like [[acronym]]s and such will then have to be tracked down and returned to mainspace existence.  Several in the long, long list on [[:Category:Obsolete]] seem more than a bit suspect, but I suppose now that it's done only the new version will prove them so or not. --[[User:Albedo|Albedo]] 02:47, 27 March 2010 (UTC)&lt;br /&gt;
 I agree that it's maybe a silly redirect, however, right now I am making sure &lt;br /&gt;
 these redirects all work properly&lt;br /&gt;
Use some discretion. I saw a page marked N(ew), and it didn't belong. If you recognize it as &amp;quot;silly&amp;quot;, then don't go to the trouble to perpetuate it.   And allow me to make something else clear that you should understand. Before you replace a page that Admin has deleted, you should ask them &amp;quot;why?&amp;quot; first. Thanks so much for your understanding on that last point.--[[User:Albedo|Albedo]] 03:07, 27 March 2010 (UTC)&lt;br /&gt;
 Discretion only slows down serializable tasks like the one I was doing. It's much easier to follow the &lt;br /&gt;
 same pattern over and over and then go back and do all the stuff necessary to remove a silly redirect&lt;br /&gt;
So you are going to cover all those &amp;quot;silly&amp;quot; redirects that require it? Reassuring to hear - so long as someone has it covered, no problem then.--[[User:Albedo|Albedo]] 03:18, 27 March 2010 (UTC)&lt;br /&gt;
 Also, because there's no real reason not to have most of these redirects, it's silly to bother  &lt;br /&gt;
 checking each one before fixing them. If the admins at this wiki are of the &amp;quot;I'm an admin, so my &lt;br /&gt;
 word is law&amp;quot; attitude, I'm not sure this is a place I want to be.&lt;br /&gt;
If that were the case, I would have simply acted high-handed and slapped you and not explained my reasoning - but we both know I didn't, so I'm left wondering why you even mention it. Meanwhile, I'm still waiting for ''your'' reason for replacing the page that an Admin deleted rather than asking them why they did it. Even if you ''were'' Admin, do you think that is a good approach to the situation?--[[User:Albedo|Albedo]] 03:24, 27 March 2010 (UTC)&lt;br /&gt;
 I didn't notice that you had deleted it until after I had recreated it. &lt;br /&gt;
I see.&lt;br /&gt;
 I ask again if you use either of those other communication methods...&lt;br /&gt;
 it's much easier to work these things out in real time.&lt;br /&gt;
No, sorry. And as Admin of this wiki, I feel it's important to use this format to work these things out. Which (I hope) we've now done. Readya later.--[[User:Albedo|Albedo]] 17:45, 28 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bot edit request ==&lt;br /&gt;
&lt;br /&gt;
Could you change all of the non-namespace-specific article links in template pages to use [[template:L]]? This is going to be a problem soon. [[User:VengefulDonut|VengefulDonut]] 11:43, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== EmiBot's Standing Orders ==&lt;br /&gt;
Will it do that daily/hourly? B/c new pages are flying up without it. I agree it's overly long, and I thought about that, but it'll only be long for these first few days, until the immediate flurry has calmed a bit, then we back off. Right now, it's amateur hour out there, so any help is a good thing in those directions.  (No automatic fixes? Urgh -that's a LOT of manual...) :P --[[User:Albedo|Albedo]] 20:08, 2 April 2010 (UTC)&amp;lt;br /&amp;gt;&lt;br /&gt;
Again, I find myself waiting on an answer to my question while you focus on your own agenda - still waiting, thanks.--[[User:Albedo|Albedo]] 21:06, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Deletion Template==&lt;br /&gt;
I explained my reasoning on the talk page, but in short: (1)The mod is not at all notable.  (I am not willing to claim a notable mod would not deserve a page on its own, but this is a mod that adds 4 creatures and no one talks about - hardly deserving of a page).  (2) There is only one relevant piece of information about this mod - where it can be found.  (3) The page doesn't even include that information, and is thus useless.  (4) A link to the mod on DFFD or its forum thread, and a very short blurb (&amp;quot;adds 4 new mega beasts&amp;quot;) should be added to a general mod page if the mod is going to have a presence on the wiki. --[[User:Squirrelloid|Squirrelloid]] 05:43, 5 April 2010 (UTC)&lt;br /&gt;
:Ah, sure, i can do that.  I honestly just took a stab in the dark that deletion was the right template, and didn't actually know there were options... la la la? --[[User:Squirrelloid|Squirrelloid]] 06:39, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== [[Template:Alloy3]] ==&lt;br /&gt;
&lt;br /&gt;
I wasn't sure who to mention this to, and I apologize if it has already been noted, but this template is in use on 40d pages while the link built into the template for [[construction]] links to the &amp;quot;2010&amp;quot; namespace. Not sure what the best way to fix it would be, as I assume that the template will continue to be used. --[[User:Soy|Soy]] 16:10, 5 April 2010 (UTC)&lt;br /&gt;
:Thanks for looking into that! However, it looks like this is going to be an issue with a lot of the existing templates that are used across both versions. I think I see what your fix does and if I get some free time this evening I would be happy to try to update what I can find unless you can think of any negative impact it would have. -- [[User:Soy|Soy]] 19:32, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==nm==&lt;br /&gt;
Yeah, I spoke before I read his talk page.  And I remembered it as CMD.  And he's right in that that's how it &amp;quot;should&amp;quot; be - the fact that it's not how it is in-game just an awkward DF reality. Altho', I see it as a style issue, not a coding issue.--[[User:Albedo|Albedo]] 02:36, 8 April 2010 (UTC)&lt;br /&gt;
 I probably still would have argued for Cmd with a redirect from CMD.&lt;br /&gt;
That's not an issue to take up over one page - that's a global style issue, and would change the established, existing guidelines on [[Dwarf_Fortress_Wiki:Community_Portal]]. (Not that I wouldn't mind seeing some change, but (unsurprisingly) mine are style-based critiques.) --[[User:Albedo|Albedo]] 02:39, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== JS ==&lt;br /&gt;
&lt;br /&gt;
Thanks! :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 01:39, 9 April 2010 (UTC)&lt;br /&gt;
== IRC ==&lt;br /&gt;
my firewall is dumb on windows, so I can't get on IRC, and I don't want to spend 3 hours figuring it out :( --[[User:Briess|Briess]] 04:42, 12 April 2010 (UTC)&lt;br /&gt;
:It is.  It took me about a day to figure out how to unblock port 80 &amp;gt;&amp;lt; --[[User:Briess|Briess]] 06:12, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ban required ==&lt;br /&gt;
&lt;br /&gt;
Please ban [[Special:Contributions/74.222.1.40|74.222.1.40]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Thank you very much =)&amp;lt;br /&amp;gt;&lt;br /&gt;
Gretings --[[User:Used|Used]] 08:12, 16 June 2010 (UTC)&lt;br /&gt;
:Also [[Special:Contributions/121.205.89.153|121.205.89.153]]. --[[User:Quietust|Quietust]] 16:23, 16 June 2010 (UTC)&lt;br /&gt;
::Even better: semi-protect [[Dwarf Fortress Wiki talk:Centralized Discussion‎]] so that only logged-in users can edit it. --[[User:Quietust|Quietust]] 16:25, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Easiest of all: just go to [[Dwarf Fortress Wiki:Spamreport‎]] and ban all of the bots listed. Whenever another one shows up, I'll let you know. --[[User:Quietust|Quietust]] 21:52, 18 June 2010 (UTC)&lt;br /&gt;
:Personally, i would've gone for a template that marks an ip, or user. Maybe like it being called UserReport, or Report, and then people could do the template thing to report a user. Not sure how that could be coded in, but it could allow administrators to be more warned and prepared to provide a look at the ip. To be honest, all these spambots are just strange. Also, deja vu, i could've sworn this happened in the exact same way before. Maybe another wiki... --[[User:Hugna|Hugna]] 22:47, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bug in rate script ==&lt;br /&gt;
&lt;br /&gt;
There's a bug in [[User:Emi/review.js]] - it's always putting the exact same timestamp: &amp;quot;08:00, 22 May 2010 (UTC)&amp;quot;. --[[User:Quietust|Quietust]] 23:36, 5 August 2010 (UTC)&lt;br /&gt;
:Can't believe I didn't notice that before. It's fixed now. :) [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 21:10, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The rating script stopped working for me. Could have something to do with maintenance? --[[User:MathFox|MathFox]] 16:49, 22 September 2010 (UTC)&lt;br /&gt;
:Specifically, it gets to &amp;quot;Getting token...&amp;quot; and then seems to hang. --[[User:Quietust|Quietust]] 17:44, 22 September 2010 (UTC)&lt;br /&gt;
::Oh, API probably wasn't re-enabled. Gotta wait for Briess on this one. [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 19:33, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Broken quality tags ==&lt;br /&gt;
&lt;br /&gt;
The quality tags are no longer showing up in the right place - they show up in the upper-left corner of the article body (just below the title) instead of the upper-right corner of the page (aligned with the title). --[[User:Quietust|Quietust]] 23:15, 21 September 2010 (UTC)&lt;br /&gt;
:Currently quality tags show up in the upper-right corner for me. --[[User:Another|Another]] 10:57, 22 September 2010 (UTC)&lt;br /&gt;
::Yeah, they were stealth-fixed shortly after I posted this comment (and the reply was posted on my own user page rather than here). --[[User:Quietust|Quietust]] 12:39, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Confirm e-mail address throwing and error ==&lt;br /&gt;
&lt;br /&gt;
I got the following when trying to confirm my email address:&lt;br /&gt;
&lt;br /&gt;
''Confirm e-mail address&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress Wiki could not send your confirmation mail. Please check your e-mail address for invalid characters.&lt;br /&gt;
&lt;br /&gt;
''Mailer returned: mailer error&lt;br /&gt;
&lt;br /&gt;
Thanks for your time and effort.  --[[User:Jwest23|Jwest23]] 14:41, 22 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Main page is unavailable ==&lt;br /&gt;
&lt;br /&gt;
Does no one uses it?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;I'd like to add that changing the version and creating the new Mirrors and Release Information pages don't work and show red links.&amp;lt;/s&amp;gt; Nvm, it works now --Dorf2&lt;br /&gt;
&lt;br /&gt;
== The Grimoire of Armok ==&lt;br /&gt;
&lt;br /&gt;
Hey, http://www.bay12forums.com/smf/index.php?topic=77327.0 is the topic this is based on.&lt;br /&gt;
&lt;br /&gt;
essentialy, were going to try make a Grimoire of Armok, and we need an online page for it to be stitched together and to eventualy host the completed version, do you mind if i use the Magma wiki? its a community work in progress, so i hope it can have a place on here.&lt;br /&gt;
&lt;br /&gt;
Best regards: Karakzon&lt;br /&gt;
 also whats with the 12:03, 15 February 2011 (UTC) thing?&lt;br /&gt;
&lt;br /&gt;
: I'm not completely sure if this is the sort of thing that belongs on dfwiki, let me get back to you on it, okay? Also, if you type exactly four tildes like &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; it will create a signature that consists of a link to your user page and a timestamp, similar to this -&amp;gt; [[user:Emi|&amp;lt;span style=&amp;quot;color:#8a4e4e&amp;quot;&amp;gt;Emi&amp;lt;/span&amp;gt;]] [[user_talk:Emi|&amp;lt;span style=&amp;quot;color:#6a3e4e&amp;quot;&amp;gt;[T]&amp;lt;/span&amp;gt;]] 04:08, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== DF2010:Release information/0.31.19 and Template:News/Mirrors/0.31.19 ==&lt;br /&gt;
&lt;br /&gt;
New version! Updated what I could, but that's stuff I can't. --[[User:Gamildum|Gamildum]] 15:16, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rails Project ==&lt;br /&gt;
&lt;br /&gt;
I'm experienced with rails (been using it a few years) and am interested in a dfwiki project&lt;br /&gt;
&lt;br /&gt;
[[User:JimboOmega|JimboOmega]] 19:18, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Went there, browsed around - it seems like a rails backed wiki without any real content (and a few of the familliar &amp;quot;something went wrong&amp;quot; rails pages).&lt;br /&gt;
&lt;br /&gt;
What are you looking for...?&lt;br /&gt;
&lt;br /&gt;
== Magmawiki ==&lt;br /&gt;
&lt;br /&gt;
Looks pretty cool.  How can I help?  My email address is (my user name) @ gmail.com&lt;br /&gt;
&lt;br /&gt;
Can't discover your username and thus email address if you don't sign your post. :P [[User:Naros|Naros]] 21:05, 3 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request ==&lt;br /&gt;
&lt;br /&gt;
Posting here to request the creation of my user page, per the Site Announcements, primarily as a persistent workspace.  Thanks in advance [[User:Valkyrie|Valkyrie]] 22:05, 22 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Requesting the creation of my user page. I'm going to use it as a workspace and reference source for details to my projects. Thankyou Kindly.&lt;br /&gt;
[[User:Jamesadelong|Jamesadelong]] 18:30 March 28 2011 (EST)&lt;br /&gt;
&lt;br /&gt;
Please allow [[User:Mystara|Mystara]] to create a user page. I have extensive wiki markup experience and would love to be able to be a part of this community. Thank you.&lt;br /&gt;
[[User:Mystara|Mystara]] 23:10, 29 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dwarven Bathtub ==&lt;br /&gt;
&lt;br /&gt;
I, err, don't play the ANSI version.  Only tried it once for about five minutes.  Ever since then, I've downloaded versions with the graphics pre-installed.  So I'm not sure what a Dwarven Bathtub looks like if you use the default tiles?  The image is only used on the {{L|cleaning}} page, so it's not like there's a lot to change, though.  The only thing I'm sure about is that the ramps are the same in both.  [[User:Uristocrat|Uristocrat]] 09:16, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Non-User Page Creation ==&lt;br /&gt;
&lt;br /&gt;
I would like a category created called &amp;quot;Flowchart&amp;quot; so as to categorize pages like http://df.magmawiki.com/index.php/File:MetalIndustry3.jpg or http://df.magmawiki.com/index.php/From_Caravan_to_Happy_Dwarves&lt;br /&gt;
&lt;br /&gt;
Thank you.  [[User:Shenzahn|Shenzahn]] 13:31, 1 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
A [[DF2010:Large pot]] page would be nice. [[User:ZCM|ZCM]] 03:54, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Can you please enable the creation of new pages for my account.  I use to have this ability but somewhere it seems to have disappeared.  I was going to add small pages for beekeeping and wax working. [[User:Profit|Profit]] 18:14, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Page creation requests ==&lt;br /&gt;
&lt;br /&gt;
Can you please create [[Template:B12Forum]] &amp;amp; [[Template:DFFD]]? I plan on creating up the links to the Bay12 Forums &amp;amp; DF File Depot with these templates. And [[Template:Release date]] I plan to use that for release dates on graphic packs &amp;amp; mods.&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 10:04, 17 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
*Still waiting for the pages to be created or to be told &amp;quot;no&amp;quot;....&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;lt;span style=&amp;quot;padding:0.3em;border:0.1em solid #AAA;background:#DDD;font-size:11px;color:#000;&amp;quot;&amp;gt;「[[User:gu1dry|'''gu1dry''']]」&amp;lt;small&amp;gt;[[User talk:gu1dry|⊤]]&amp;amp;nbsp;•&amp;amp;nbsp;[[Special:Contributions/Gu1dry|¢]]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt; 21:04, 31 March 2011 (UTC)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== User:hapes page ==&lt;br /&gt;
&lt;br /&gt;
I would like to put up quantummenace's aquifer piercing method.  Can you allow me access to my use page so I can do that?  Thanks.&lt;br /&gt;
[[User:Hapes|Hapes]] 17:12, 24 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New page request ==&lt;br /&gt;
&lt;br /&gt;
Could you add a page for {{L|magma piston}}s? I'll add my edits to the {{L|magma}} page for now, but I'm worried I'm going to make that page too cluttered. -[[User:Norseman|Norseman]] 08:04, 6 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another new page request ==&lt;br /&gt;
I would like the [[DF2010_Talk:Gear_assembly]] page created, thanks in advance&lt;br /&gt;
&lt;br /&gt;
== Labrynth Page? ==&lt;br /&gt;
&lt;br /&gt;
I found a labrynth in adventure recently, and went through it, documenting everything along the way.&lt;br /&gt;
&lt;br /&gt;
Perhaps a wiki page devoted to labyrinthes.. hm.. labyrinthi?.. hmph.. would be a good idea?&lt;br /&gt;
&lt;br /&gt;
I took a whole bunch of screenshots and stuff that I could write from.&lt;br /&gt;
&lt;br /&gt;
- acetech09 (0153 UTC Apr 6)&lt;br /&gt;
&lt;br /&gt;
== royal jelly page ==&lt;br /&gt;
&lt;br /&gt;
I think we need a royal jelly page. I'm however not experienced in making one could someone set up a template?&lt;br /&gt;
&lt;br /&gt;
== user page request ==&lt;br /&gt;
&lt;br /&gt;
Hello, I'd like a user page please! --[[User:Knaveofstaves|Knaveofstaves]] 14:23, 20 April 2011 (UTC)&lt;br /&gt;
:Created. --[[User:Briess|Briess]] 14:33, 20 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New Page Request: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;[http://df.magmawiki.com/index.php/User:ANormalUsername1/Aceangel I need this made, please. Thanks!]&amp;lt;/s&amp;gt;&lt;br /&gt;
Never mind! Thanks anyways! --[[User:ANormalUsername1|&amp;lt;span style=&amp;quot;text-shadow:green 0px 0px 3px;&amp;quot;&amp;gt;A&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:blue 0px 0px 3px;&amp;quot;&amp;gt;Normal&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;text-shadow:red 0px 0px 3px;&amp;quot;&amp;gt;Username&amp;lt;/span&amp;gt;]] 01:55, 21 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User Page Request #9001 ==&lt;br /&gt;
Haha sweet I get the 9001st user page!!! [[User:Pfifo]]&lt;br /&gt;
&lt;br /&gt;
== Need a redirect created ==&lt;br /&gt;
&lt;br /&gt;
{{L|Danger rooms}} should probably redirect to {{L|Danger room}}, especially given that there was a link to {{L|Danger rooms}} in {{L|Training weapon}}. (I replaced it with [[Danger room|Danger rooms]] (Links to [[Danger room|Danger room]]))--[[User:Cam94509|Cam94509]] 21:35, 10 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== User page request ==&lt;br /&gt;
&lt;br /&gt;
I reckon I should have a user and user talk page since I've done a few edits and someone might want to discuss them with me. Thanks. [[User:Vitriolum|Vitriolum]] 01:37, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I see to have the ability to do this so I went ahead and did it. --[[User:Ral|Ral]] 03:03, 12 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== search error ==&lt;br /&gt;
&lt;br /&gt;
searching for &amp;quot;plant/animal&amp;quot; generates quite a few lines of &amp;quot;Warning: preg_match() [function.preg-match]: Unknown modifier 'a' in /var/www/dfwiki/includes/SearchEngine.php on line 1169&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== User Page Request for Root Infinity ==&lt;br /&gt;
&lt;br /&gt;
I want to have a user page - I've been doing some logic work on the forums (see [http://www.bay12forums.com/smf/index.php?topic=86316 here] for the details so far), and I wish to be able to post designs on my user page temporarily, and/or for the more specialized logic (JK/T/D flip-flops; (de)multiplexers, et cetera. Can you please set this up for me?&lt;br /&gt;
&lt;br /&gt;
Also, is there anything that you want me to do? I like doing minor editing, and also like doing logic-based things.&lt;br /&gt;
&lt;br /&gt;
--[[User:Root Infinity|Root Infinity]] 02:28, 11 June 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Quietust/Obsidian&amp;diff=150118</id>
		<title>User talk:Quietust/Obsidian</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Quietust/Obsidian&amp;diff=150118"/>
		<updated>2011-06-08T09:56:51Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: Created page with 'Why not simply   (side view)  ▓▓▓☼ _ ← ON  ▓¢%&amp;gt; ▓ ← RESET  ▓ &amp;lt;% ▓  ▓▓☼▓^▓ → Output    ^OFF for the resettable trigger?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why not simply &lt;br /&gt;
 (side view)&lt;br /&gt;
 ▓▓▓☼ _ ← ON&lt;br /&gt;
 ▓¢%&amp;gt; ▓ ← RESET&lt;br /&gt;
 ▓ &amp;lt;% ▓&lt;br /&gt;
 ▓▓☼▓^▓ → Output&lt;br /&gt;
   ^OFF&lt;br /&gt;
for the resettable trigger?&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=138570</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=138570"/>
		<updated>2011-03-19T01:16:04Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Submerged fortifications==&lt;br /&gt;
Submerged fortifications will not block the passage of aquatic (or amphibious) creatures. I didn't check .17 but it's still present in .16 The bug was present in 40d as well. Strangely enough it's not listed here. Is it reported on bugtracker? --[[User:HYBRID BEING|HYBRID BEING]] 22:16, 21 November 2010 (UTC)&lt;br /&gt;
:I've already mentioned this on the page for {{L|fortification}} - incidentally, it's already reported on the bug tracker ({{bug|3327}}). --[[User:Quietust|Quietust]] 23:01, 21 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bug tracker is confusing==&lt;br /&gt;
please explain how to use it.&lt;br /&gt;
&lt;br /&gt;
==Cleanup Edit==&lt;br /&gt;
Ok, I just cleaned up the main page as best I could.  Merged duplicate reports, made formatting consistent, found a bunch of mantis links, tried to combine comments, etc.  I'm sorry I removed a lot of comments, but I don't have the time to copy them all to the talk page myself.  If you would like to continue a previous discussion, I'd suggest opening the older version and copy-pasting the relevant part onto the '''talk''' page so that it won't clutter up the main page.  Also, it's probably a good idea to keep most of the bug discussion on the Bug Tracker itself, and merely provide a link to the tracker entry.  That way people can still look deeper into a particular bug, but they'll be able to have an overview of the bugs on this page.&lt;br /&gt;
&lt;br /&gt;
Just my two cents, if the community feels that this cleanup was uneeded or overzealous you are welcome to revert (though I did find a lot of mantis links, so you may want to merge those in.)  --[[User:Kyle Solo|Kyle Solo]] 17:25, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Guidelines?==&lt;br /&gt;
What exactly are the guidelines for editing this page?  It's a mess of rumors, speculation, and not-bugs.  Anyone trying to see if the behavior they are encountering is a bug has to wade through user comments.  It's really messy the way it is now, and it's only going to get worse as more versions are released.&lt;br /&gt;
My suggestions:&lt;br /&gt;
*Remove/condense the comments and add a (Fixed in (df version that the bug was fixed in) (mantis/forum link)) after them.&lt;br /&gt;
*The Not Bugs section should only contain behaviors which MANY players think are bugs, but are actually intended features or merely difficult to understand.  They shouldn't contain discussions or lengthy decriptions, instead, link them to the relevant article that explains the behavior.&lt;br /&gt;
*Move/keep the discussion of the bugs on the talk page and have the main page contain only descriptions of the bugs and workarounds.&lt;br /&gt;
&lt;br /&gt;
Sound like a plan?  --[[User:Kyle Solo|Kyle Solo]] 14:48, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I suggest putting all fixed bugs in a separate page or separate the active bugs and fixed bugs in 2 parts on the same page.&lt;br /&gt;
This will make it easier to check what the active bugs are. --[[Special:Contributions/81.240.222.87|81.240.222.87]] 22:44, 8 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Where to Report Crashes?==&lt;br /&gt;
It's been a long while since I used this wiki... where can I report a crash bug other than the official site (which is down)? The details: Opened the new version of Dwarf Fortress fullscreen, and it froze up during the opening sequence, when the dwarf at the end is peering through the hole. [[User:Alfador|Alfador]] 15:19, 1 April 2010 (UTC)&lt;br /&gt;
* Further information: started it in non-fullscreen mode and it worked fine. Now seeing if the fullscreen crash happens again or if it was just the fact that I was posting a Livejournal comment in the background... or possibly a first-time initialization that I'll be unable to reproduce. :P [[User:Alfador|Alfador]] 15:27, 1 April 2010 (UTC)&lt;br /&gt;
* And it did NOT reproduce. Great. [[User:Alfador|Alfador]] 15:29, 1 April 2010 (UTC)&lt;br /&gt;
*http://www.bay12games.com/dwarves/mantisbt/login_page.php is the new bug reporting tool. [[User:Enjia2000|Enjia2000]] 15:31, 1 April 2010 (UTC)&lt;br /&gt;
* Just putting this down here while the above site is non-responsive:&lt;br /&gt;
** World gen roads are off, sometimes they'll have floor above ramps, which prevent passage&lt;br /&gt;
** Vermin remains do not decay [[User:Todestool|Todestool]] 19:53, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Acid Rain Bug==&lt;br /&gt;
Rarely, it will rain, and any dwarves caught outside in that rain will start MELTING, and bleed to death very quickly. There are no messages before &amp;quot;______ has bled to death&amp;quot;, so it seems like they just start melting and don't even care. This happens to animals and dwarves.&lt;br /&gt;
http://img407.imageshack.us/img407/964/iwillsurvive.png&lt;br /&gt;
Unknown cause.&lt;br /&gt;
:I managed to catch one of my dwarves just before it died of blood loss.  It looks like it only happens to their fingers?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:By rarely you mean 'not every time it rains'?  I'm in a jungle, it's raining half the time, but I haven't seen these issues.  Could it be a new 'feature'?  Could it be a reaction between the water and something your dwarves are playing in?  (Do your other dwarves have contaminents listed on their hands, and does soaking them by other means cause issues?) Just some thoughts [[User:Granite26|Granite26]] 13:16, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I've read that in 'Scorching' climates the rain will reach boiling temperatures as it falls, melting the dwarves/creatures as it hits them. Seems to be a part of the new steam/frost addition Toady mentioned.&lt;br /&gt;
&lt;br /&gt;
:::I think I was only in a 'Warm' climate though.&lt;br /&gt;
&lt;br /&gt;
==Labor Menu Bug==&lt;br /&gt;
Sometimes only four categories will show up under {{k|v}},{{k|p}},{{k|l}}. If this occurs the game is very unplayable since dwarves cannot be assigned most labors. I have seen this bug myself but am so far unable to reliably reproduce it. With the bug I saw the following list. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
The correct list should be. &lt;br /&gt;
&lt;br /&gt;
*Mining&lt;br /&gt;
*Woodworking&lt;br /&gt;
*Stoneworking&lt;br /&gt;
*Hunting/Related&lt;br /&gt;
*Healthcare&lt;br /&gt;
*Farming/Related&lt;br /&gt;
*Fishing/Related&lt;br /&gt;
*Metalsmithing&lt;br /&gt;
*Jewelry&lt;br /&gt;
*Crafts&lt;br /&gt;
*Engineering&lt;br /&gt;
*Hauling&lt;br /&gt;
*Other Jobs&lt;br /&gt;
&lt;br /&gt;
Most of these menus also have sub-menus now as well. I am unsure if it is relevant but when I only saw four labor groups I also saw absolutely nothing in the nobles menu. If anyone can figure out how to reproduce this one please speak up. [[User:Doctorzuber|Doctorzuber]] 20:55, 1 April 2010 (UTC)&lt;br /&gt;
*I'm not sure if this helps, but I've just suffered from the same bug. Can't assign any jobs except those catagories. If you give them skills in the embark screen they still do it fine. Also, as you said, my nobles screen is completely blank too. Not too sure what I did to produce this though, unfortunately, but I'll see if I can reproduce it.--[[User:Sepheris|Sepheris]] 10:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Couple things. In legends, there's a skin monster who's called the [adjective] of , skin monster. Need to fill that in.&lt;br /&gt;
Also, undiscovered items can be seen in the stocks menu.&lt;br /&gt;
&lt;br /&gt;
== Clarifications ==&lt;br /&gt;
* When you see the Pets twice on the embark menu, I believe this is due to the fact the game is showing the difference between male and female. Therefore you can purchase 1male dog and 4 female dogs if you wish. This may be the same reason that fish show up twice but I cannot determine if this is the case or not. [[User:Kataklistika|Kataklistika]] 06:09, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Added a note that animal bones work for the &amp;quot;body parts&amp;quot; request from fey dwarves. Seems to be a summary of material types and not quite as shocking as it sounds, and suggest this to be changed to &amp;quot;not a bug&amp;quot; if there are no further problems. --[[User:Ashmore|Ashmore]] 19:54, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Minor points and addition ==&lt;br /&gt;
&lt;br /&gt;
Hi!&lt;br /&gt;
&lt;br /&gt;
So, we are not supposed to edit the article directly, or how are we to interpret the screening.&lt;br /&gt;
:Feel free to add new bugs to the main page with &amp;quot;(confirm)&amp;quot; after it.  Confirmations could (should?) be kept to the talk page, but people seem to be filling in the main page instead, which works.  This page will need some reformatting eventually anyway. --[[User:Squirrelloid|Squirrelloid]] 08:01, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Anyway, there are a few things I feel need to be added/corrected:&lt;br /&gt;
&lt;br /&gt;
Farming on soil is only broken for underground farming. Surface farming gets an unnecessary warning but works fine.&lt;br /&gt;
:I like how it's broken. It actually makes some sense from a biological standpoint... Above-ground tiles get enough water from rain for plants to grow, but underground soil never gets water unless it's irrigated, after which the silt left behind dries out slowly (if at all) due to being confined underground. In fact, it could be chalked up to the quirky subterranean biome that grows underground... the biome evolved to use excess water and reactions between chemicals present in runoff as a substitute for sunlight. They can't even grow in any location that's ever been touched by sunlight, because poisonous sunlight-adapted spores and molds will set up shop and devour the seeds of anything edible you plant. As for why your dwarves will track in wild subterranean nethercap spores but not the outdoor spores, or why water and magma evaporate but mud never dries... hey, it's just a game.&lt;br /&gt;
&lt;br /&gt;
Vermin remains do not decay because they are made of chitin or bone which do not rot. Footkerchief explained that in some thread (sorry, I forgot to mark that).&lt;br /&gt;
&lt;br /&gt;
Skeletons can be turned into bones and skulls at the butcher shop. I have automatic butcher shop activated, and suddenly, my butcher dragged off a deer corpse that had decayed into the butcher shop and do the conversion. Unfortunately, I forgot to check what the job was called. I have not found a way to order that (nothing in the butcher shop menu seems to work). Animals slaughtered do not yield skeletons but bones and skulls as always.&lt;br /&gt;
&lt;br /&gt;
I have also found butchering wild animals for meat to be impossible. At least deers and foxes not killed by a hunter have been left to rot without any butcher animal job spawned in the butchery and any manual butcher job gets a standard error message.&lt;br /&gt;
&lt;br /&gt;
Deathworks&lt;br /&gt;
:Previously (40d) you had to train wild animals and then have them butchered.  If you tried to butcher them without training them, the dwarf would release the creature from the cage and then run away because the animal was wild. Also, if the animal was killed elsewhere (say by a caravan) then the refuse orders need to be modified to collect refuse from outside.  Then the dwarfs will bring it to a refuse pile, which will spawn a &amp;quot;butcher animal&amp;quot; job.  In 40d I was being attacked by Orcs on beak dogs, and the dogs were butchered after every battle.&lt;br /&gt;
:Currently, I am not able to train wild animals at all. I haven't checked the other posts yet, but I assume it has been noted. Also, don't lock your dwarfs in. I had one that got locked in mining.  I noticed he was dehydrated, so I let him out.  But, he never got a &amp;quot;drink&amp;quot; job and ended up dieing.  Too bad, legendary jem cutter!&lt;br /&gt;
:I have also found that previously kittens yielded bones/skull/1meat but now they don' yield bones/skulls.  I need to check the raws on that.--[[User:Kwieland|Kwieland]] 14:57, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Distance==&lt;br /&gt;
Not sure what's causing it but I have, under &amp;quot;distance&amp;quot; in the &amp;quot;selecting material&amp;quot; dialogue for constructing a wall, a distance of -66870.  Yeah, negative.  No idea what's causing it and it doesn't seem to be causing any problems, but it *is* a bug.&lt;br /&gt;
:have this problem right after cave in, some seconds later distances return to normal...&lt;br /&gt;
&lt;br /&gt;
== Mantis ==&lt;br /&gt;
&lt;br /&gt;
Since DF now uses mantis bugtracker, maybe it is better to put link to mantis ticket at each 'known' bug, so it would be possible to track progress and make sure it is actually known by Toady? - [[User:RusAnon|RusAnon]] 09:55, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Talk == &lt;br /&gt;
*What's going on with this page guys?  Is this a list of unconfirmed bugs, or should all this be on the actual known bugs page? If this is unconfirmed bugs, should the ones on the page be moved here? --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
*There are a lot of people editing this page who don't seem to understand the formatting or linking standards (how to create bullets, link to same namespace pages). --[[User:StrongAxe|StrongAxe]] 12:09, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Craftsdwarf's Workshop ==&lt;br /&gt;
&lt;br /&gt;
I'm putting this here just to get it out there, please edit to be in the proper format and tuff. Obviously it all needs confirmation.  I seem to be getting wooden swords from a craftsdwarf's workshop after adding create stone swords tasks.  I didn't see if they were actually grabbing wood, or made wooden swords from stone. Also, setting a &amp;quot;create shell crafts&amp;quot; task causes the craftsdwarf to just sit in the workshop with a piece of shell, but not ever completing the job.  If I have a repeating shell crafts and a repeating stone crafts, it looks like it still cycles through, but no shell crafts are ever created.&lt;br /&gt;
&lt;br /&gt;
:I encountered the same problem with shell crafts: made my Legendary Bone Crafter useless, or so I thought -- decorating with shell still works.&lt;br /&gt;
&lt;br /&gt;
== Food Stockpiles ==&lt;br /&gt;
&lt;br /&gt;
Has anybody noticed a bug with food stockpiles with barrels?  I had a stockpile with lots of booze, plants, etc and then I changed it to have a maximum of ZERO barrels.  The dwarfs proceeded to empty out all the barrels to empty places in the area, even the booze ones!&lt;br /&gt;
&lt;br /&gt;
Also, my kitchen screen doesn't list any meat that I embark with.  You cannot use them for cooking?--[[User:Kwieland|Kwieland]] 17:03, 7 April 2010 (UTC)&lt;br /&gt;
:Have you tried butchering it? Just curious. [[Special:Contributions/68.43.43.52|68.43.43.52]] 05:57, 8 April 2010 (UTC)&lt;br /&gt;
::I'm not sure how to butcher meat.  But, no matter, the bug was fixed in 40.02--[[User:Kwieland|Kwieland]] 15:02, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Unknown Military Crash ==&lt;br /&gt;
&lt;br /&gt;
I've got an odd issue here.  I have a single squadron led by (and only populated by) the militia commander, and when I open the military screen, it works fine; however, when my immigrant wave comes and I bolster the ranks with some of the newcomers, the next time I try opening the Military screen, the program crashes.  Any ideas?  I'll keep testing in the meantime, and see if changing uniform / squad leadership / etc. will fix it.  --[[User:Eddie|Eddie]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
EDIT-Found that deleting and remaking the squad fixed this.  I haven't saved yet, if anyone wants my save to take a crack at figuring this bug out.  --[[User:Eddie|Eddie]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Masterwork food Bug==&lt;br /&gt;
&lt;br /&gt;
When [[cook]]s make [[masterwork]] [[food]] they suffer art defacement if someone eats it. Has ended 2 fortresses in [[tantrum]] spiral so far.--[[User:Mrdudeguy|Mrdudeguy]] 17:07, 8 April 2010 (UTC)&lt;br /&gt;
:That's not actually what's happening - others have reported that it's actually due to trying to make food entirely from liquid components (e.g. cooking booze or dwarven syrup and nothing else) and the roasts (with their masterfully minced ingredients) spontaneously melting back into their components, often when a dwarf claims one of them for a meal. --[[User:Quietust|Quietust]] 17:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Req for Comments - 'Buggy' template ==&lt;br /&gt;
&lt;br /&gt;
I've created a template that shows a warning like so:&lt;br /&gt;
{{buggy}}&lt;br /&gt;
I would like to include this template in articles for features that are currently buggy. I would also like to create a section called 'Bugs' or something similar at the bottom of each article on a currently buggy feature. Example of an article I've done this with:  [[Ambusher]].&lt;br /&gt;
&lt;br /&gt;
The template has one parameter, 'bugsection', which is to be the section heading containing the bugs. In the case of the ambusher article, the section is called &amp;quot;Bugs&amp;quot;, but this is inconsistent across the entire wiki, which is why I've included the parameter. [[User:Garanis|Garanis]] 03:34, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: I also think the bugs section should contain references to specific bug tracker entries. This way, if a person comes to the wiki after finding a bug, they can see at a glance that it has already been reported, or they can add a note, or watch the bug in the tracker if they want. [[User:Garanis|Garanis]] 03:38, 9 April 2010 (UTC)&lt;br /&gt;
	&lt;br /&gt;
:This is Dwarf Fortress. ''All'' bugs are outstanding. -Anonymous (until I overcome laziness and get an account)&lt;br /&gt;
&lt;br /&gt;
==Dead Dwarf keeps task and building locked==&lt;br /&gt;
&lt;br /&gt;
I can't get on the forum now, so this'll have to do.  I have a Mason's Workshop with a Construct Rock Table task that is both repeating and currently active.  If I go to the (u) screen, there is no dwarf listed with this task.  Going to (j)obs, there is a dwarf, one Dumat Tatloshakrul, a Mason.  It turns out this dwarf is dead.  [[User:Granite26|Granite26]] 13:28, 9 April 2010 (UTC)&lt;br /&gt;
:Although, it'd be cool if the partial corpse was crawling around trying to finish the job.&lt;br /&gt;
::That's not a bug, that's a feature. Now workshops can be haunted! JK. [[User:Garanis|Garanis]] 13:53, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bedrooms ==&lt;br /&gt;
&lt;br /&gt;
My dwarves don't seem to prefer their bedrooms anymore.  Sometimes they sleep in the barracks (not assigned to squad, and barracks not assigned for sleeping), or the hospital, or a dorm when they have a room assigned, or dont have a room assigned but there are free rooms.  Sometimes they even sleep in someone else's bedroom even though they don't have a relationship with that dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pathing ==&lt;br /&gt;
There seems to be an issue in my &amp;quot;stockpile&amp;quot; z-level where dwarves building walls and placing doors will become completely stuck next to the wall or inside the room where they just replaced the door, unless i deconstruct a wall near them. I had a row of 4 dwarves unable to drink or eat because they had all recently placed a wall in a row, refusing to move until i deconstructed each of their walls. Additionally, upon trying to reconstruct the wall, it will show something along the lines of&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;quot;material     distance&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;diorite      -184900&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Forging creates different item ==&lt;br /&gt;
When I go to forge copper goblets (as right now all I have is copper), the reaction uses the materials like normal but produces gold goblets instead.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 05:21, 25 April 2010 (UTC)&lt;br /&gt;
    UPDATE: This bug seems to occur with all metals, not just copper.  Tried with lead, tin, nickel silver, copper, and electrum.--[[Special:Contributions/184.59.128.146|184.59.128.146]] 21:23, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Goblin attackers don't cause dwarves to interrupt their jobs ==&lt;br /&gt;
I've had this with both ambushes and seiges, but strangely not with individual thieves. I'd be interested to know if this happens with everyone, or if it's just me. It seems a little ridiculous that a lone fox or groundhog will frighten every dwarf within a square mile, but they will all happily stroll into a group of goblins. [8/5/2010]&lt;br /&gt;
&lt;br /&gt;
== Named (or Legendary) Weapon bug ==&lt;br /&gt;
&lt;br /&gt;
This has happened to me twice: someone gets attached to their weapon and much later names it. The first instance was a cave swallowman spearwoman who fought an unkillable forgotten beast (that also couldn't attack) for something like 5 years. At the end, she started naming the spear, but she did it over and over again until another beast killed her. I figured it was a one time thing until recently my swordmaster named his adamantine short sword (the blade has help kill 100 creatures). Again, he's doing it every 2 minutes. I don't see the bug listed anywhere on this page or on the Names page and I wanted to see if anyone has had a similar issue before I report it. --[[Special:Contributions/69.149.72.238|69.149.72.238]] 02:50, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== alt-tab causes program lockup ==&lt;br /&gt;
&lt;br /&gt;
in 31.04 if I alt-tab to another window and then come back to DF, the game is locked up and I have to kill the process, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:12, 21 May 2010 (UTC)&lt;br /&gt;
:I tried this in .10 without trouble, but that doesn't prove much.  I ''have'' had the .08 version I think lock up shortly after starting it up (no commands like designate would work) but save still worked.  Before version 31 I sometimes had lockups that could be fixed by hitting F11 twice to reinitialize the screen.  Perhaps a page with general advice for lockups would be good to have here. [[User:Dorf and Dumb|Dorf and Dumb]] 19:12, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mantis? ==&lt;br /&gt;
&lt;br /&gt;
Big headline about please use mantis bugtracker, with link, but I can't get the system to send me the email to make my account.  What gives?  I've tried a couple different email addresses, checked spam folders, etc.[[Special:Contributions/98.212.62.219|98.212.62.219]] 23:07, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Smelter Fuel issue ==&lt;br /&gt;
&lt;br /&gt;
I seem to be having some issues with the smelter. The workshop gets locked up as if I have no fuel if the coal is just one z level below the smelter. When I put the fuel on the same z level it works fine.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 16:17, 14 June 2010 (UTC)&lt;br /&gt;
:Are you sure it's the FUEL that's the problem?  Remember, [[bituminous coal]] is not fuel - it has to be smelted into [[coke]] to make it into fuel.  Also keep in mind that the smelter isn't able to use bars of fuel if they're already in use for a different task, like being moved to a stockpile.   'Cuz I just fired up DF, and I can't recreate your problem. --[[User:DeMatt|DeMatt]] 17:47, 14 June 2010 (UTC)&lt;br /&gt;
::I am sure, I had charcoal sitting in a stockpile doing nothing a z lvl under the smelter and the smelter said I had no fuel. Maybe it was just a one time bug.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:03, 14 June 2010 (UTC)&lt;br /&gt;
::I can't recreate it. Seems to been a one time error, possibly caused by pathing.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 19:12, 14 June 2010 (UTC)&lt;br /&gt;
:::This problem just arose for me. A pathing issue occured when all of my fuel was placed in bins on a different floor. Moving my smelter to the same floor as my stockpile allowed it to work.--[[User:lvlobius|lvlobius]] 19:29, 27 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cat having kittens with no mate ==&lt;br /&gt;
&lt;br /&gt;
My one female Cat that I embarked with just had kittens... there are no male cats and it is my fifth year in the fortress. &lt;br /&gt;
Unless there can be cross-species mating I have no clue how this could have come about. &lt;br /&gt;
I bought some cougers from the elves but they are both female. I have plenty of Dogs and a mating pair of foxs (from the elves).&lt;br /&gt;
Any Ideas as to why the stupid cat had kids?--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:21, 17 June 2010 (UTC)&lt;br /&gt;
:Both kittens are female as well.... Have cats found a viable way of reproducing with no males? This could be the end of the dwarven rain over the blasted felines!--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 15:25, 17 June 2010 (UTC)&lt;br /&gt;
::Did one of the previous merchants have a male cat up for sale?  Just 'cuz you didn't buy it doesn't mean it couldn't fertilize your cats.  I think.  Certainly works that way for pack animals.  And then it just took this long for your females to give birth. --[[User:DeMatt|DeMatt]] 04:15, 19 June 2010 (UTC)&lt;br /&gt;
:::No Cats came my way in trade caravans, I had just Elves and Humans show up neither bringing Cats. The Dwarven caravan didn't come because the civilization had been practically wiped out by Mega-beasts during world gen and there where no rulers, just two tiny settlements and some abandoned forts. I want to know if anyone could duplicate it. Would involve putting a female cat in a locked room for many years. :D--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 05:39, 19 June 2010 (UTC)&lt;br /&gt;
::::Something to note, is that animals can be impregnated through walls or anywhere, a cat in the bottom of the caverns could impregnate your newest purchased cat regardless of pathing/walls/z levels/ect.&lt;br /&gt;
:::::Thats just messed up :P --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:16, 23 June 2010 (UTC)&lt;br /&gt;
::::::We've seen dorfen hygiene.  A cat humps someone's leg, and before long the whole fortress is &amp;quot;pollinated&amp;quot;... ;) [[User:Dorf and Dumb|Dorf and Dumb]] 19:14, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fish really fixed? ==&lt;br /&gt;
&lt;br /&gt;
I downloaded the .06 version and noticed lifeless lakes and a lifeless ocean, except for sea nettles.  The fishermen never catch anything, nettles included, and announce every season or so that there is nothing to catch in either place.  But this page says the bug was fixed... [[User:Dorf and Dumb|Dorf and Dumb]] 07:29, 18 June 2010 (UTC)&lt;br /&gt;
:Well the rivers are fixed for sure, its just that the fish seem to stay submerged for long periods of time. It might be something like that with the ocean, the fish not coming to the surface or the shore. Some of my recent forts have been over feed by one fisherman who decided to go all legendary and catch a ton of fish.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 10:57, 18 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zone -&amp;gt; flow -&amp;gt; ESC = crash ==&lt;br /&gt;
&lt;br /&gt;
This seems reproducible in .06, but I'm not sure where there's detailed information to see if it's fixed yet.  You hit &amp;quot;i&amp;quot; for zone, choose the flow option with &amp;quot;e&amp;quot;, then hit ESC to cancel... crashes every time. [[User:Dorf and Dumb|Dorf and Dumb]] 19:07, 24 June 2010 (UTC)&lt;br /&gt;
:Well... since .31.0'''8''' is out... download the new version.  I can't trigger a crash like that, and I'm using .08. --[[User:DeMatt|DeMatt]] 20:18, 24 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I'm getting this reproducibly in 31.10 in Windows Vista, not inclined to create a bug tracker.&lt;br /&gt;
&lt;br /&gt;
This happens to me in the newest version(I'm using W7 if it matters)[[Special:Contributions/24.121.0.194|24.121.0.194]] 05:48, 24 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ecological devastation by cats: complete lack of vermin ==&lt;br /&gt;
&lt;br /&gt;
On version .08, with a map started on .06, I've encountered a weird problem: a handful of cats have been so effective in exterminating every last vermin, that nothing rots.  I have fresh forgotten beast meat that's a year old, the &amp;quot;partial skeletons&amp;quot; of creatures I can't remember fighting that have never turned into bones; I've had to dump old withered produce into piles because it filled up hundreds and hundreds of squares; even the corpses of the migrants who came in right over the high moat where the elks were grazing... nothing rots, except corpses put up a miasma before turning into partial skeletons.  I think the cats must have cleaned out every last creature that rots stuff, though every once in a while I spot them dragging in another vermin corpse (which won't rot either).  I see this page says that a bug with vermin not rotting was fixed in .04. [[User:Dorf and Dumb|Dorf and Dumb]] 14:57, 28 June 2010 (UTC)&lt;br /&gt;
:Vermin corpses WILL rot and vanish if they're on the surface.  If they're underground, then they'll stop at &amp;quot;Rotten remains&amp;quot;.  Bones tend to last a very very long time - bone doesn't rot easily, and that's why vermin-rotting needed the change in .04 (they were mostly bone, so they didn't rot).  Vermin do encourage stuff to rot (food outside of barrels will get nibbled on much more easily), but AFAIK are not necessary for the process.  If you're really having problems with unwanted stuff, you can always use a [[Dwarven atom smasher]] or [[Magma]] to permanently remove things. --[[User:DeMatt|DeMatt]] 18:15, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs/Features ==&lt;br /&gt;
&lt;br /&gt;
I just tried version .10 for a bit of a battle with a Blind Cave Ogre.  But the Blind Cave Ogre wouldn't fight - all the dorfs kept cancelling their tasks, running right past it, with no conflict.  Well, it ''is'' blind... but I think it had more to do with the plump helmet spawn a scared dorf dropped in the doorway.  The ogre was two squares away... I think it kept trying and trying to break down the door, but since the seed kept it jammed open, he couldn't close it, so he couldn't break it down.  ;)  Well, it ''is'' an ogre...&lt;br /&gt;
&lt;br /&gt;
So I drafted almost every dorf in the fortress in three squads of 10, and with most of them clustered in a terrified huddle by the up-stair, I was actually able to get them to attack it more or less at once.  Two were gravely wounded, one of whom went straight from a nobody to an Elite Wrestler as far as I could tell... they almost immediately got it down to yellow, and soon down to unconscious.  Unfortunately, an unarmed dorf cannot harm an ''unconscious'' ogre, no matter how long he tries, except for prying ears, nose, and fingers down to red.  To avoid death by hunger and thirst, I rotated the squads on the ogre, specifying a few specific weapons manually (with 30+ dorfs, no arsenal dorf position was available).  Somehow the rotated squads got up the stairs to drink, even though the civilians had previously clustered downstairs.  Eventually some dorf somehow got hold of an axe - not sure if it was just by accident to chop down a tree - and the unconscious overexerted winded ogre finally gurgled his last.&lt;br /&gt;
&lt;br /&gt;
Though it looks like a properly &amp;quot;seeded&amp;quot; door can apparently serve as a secure barrier against building destroyers, there is a price... the frightened dorfs spammed thirty-plus screens of red ink announcements, which makes it harder to look up those lucky mineral strikes for mining purposes.&lt;br /&gt;
&lt;br /&gt;
Another odd &amp;quot;feature&amp;quot; is that once an area is designated in brown for mining, the brown carries over to ''anything'' later discovered in the spot.  So you get herbalists who can't find the path to a bush that starts blinking in the middle of the long corridor you designated.  (choppers work the same way with trees).  Though they will collect them if they can get to them. [[User:Dorf and Dumb|Dorf and Dumb]] 19:03, 16 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Another flask bug? ==&lt;br /&gt;
&lt;br /&gt;
A game started and played in .10 has dorfs using plain &amp;quot;flasks&amp;quot; made from assorted leather.  They display in the equipment list on one line as &amp;quot;flask, (rope reed fabric X)&amp;quot;, where the second item is whatever is worn on the Upper Body of that dorf.  I suppose it might be an odd way of classifying it, but it smells like a data structure problem. [[User:Dorf and Dumb|Dorf and Dumb]] 03:35, 20 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Individual Combat Training Fixation==&lt;br /&gt;
&lt;br /&gt;
Hey! Sorry if I'm doing anything horribly wrong in posting this here like this; I'm rather new at this. I know that the main bug page already lists this glitch, where training tasks never finish or cancel, so even after leaving the military, many dwarves continue to train. The main page suggests destroying the barracks where they train. I found more success blocking access to the barracks; by preventing them from getting close enough to a designated training location, one can get the game to cancel the annoying task. My theory is that they have to at some point not have any tasks to do, like drinking, so that the combat drill task kicks in, and then, upon realization of no possible path, is &amp;lt;s&amp;gt;severely beaten to death by a large raccoon&amp;lt;/s&amp;gt; removed by the game. The task, that is; not the dwarves. There is no announcement of cancellation however, although the barrier can be removed afterwords, and assuming dwarves aren't set to start training again, all should be good. Obviously, dwarves need to be on the side of the barrier that the barracks is not on. I don't know if this method is new or people already know it. Please confirm bug fix if new, and add mention on main page if good.&lt;br /&gt;
--[[User:Peglegpenguin|Peglegpenguin]] 18:34, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Infinite blood ==&lt;br /&gt;
&lt;br /&gt;
By allowing water to wash over a large number of animals, it is possible for pools of a single dorf's blood to appear all over the floor and walls of a very large room. (v .10-.12) [[User:Dorf and Dumb|Dorf and Dumb]] 15:07, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== lockup in points/routes interface ==&lt;br /&gt;
&lt;br /&gt;
Using v. .12, it seems the route submenu can get the UI stuck. Accessing notes via 'N', then routes via 'r', if no route exists, 'n' (and 'd', etc) is greyed out, however typing 'n' causes the UI to behave like it's trying to rename a seleced -point- rather than a route, i.e. flashing underbar cursor at the end of the existing name. However from that point it's stuck - typing/backspace doesn't respond, 'enter' doesn't finish editing, 'esc' does nothing - the only key i've found that still does something is 'tab'. Wound up there by accident a couple of times trying to edit names or note text with an unresponsive 'n' or 't' key. Can't find a way out of it other than kill/restart (and hopefully autosave was on..) Known issue? [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:13, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This happened to me as well;  in addition to the tab, the F1-F8 hot keys worked as well, load macro worked, and the mouse scroll wheel zoomed the view.  However, I found no way to escape the text entry. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:44, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'make vial' at glass furnace ==&lt;br /&gt;
&lt;br /&gt;
in v. .12, noticed my (ordinary, non-magma) glass furnace was cluttered. Had previously ordered a few green glass vials, and had noticed the glassmaker happily dragging sand and fuel into the workshop. On checking the clutter, I find.. not glass vials, but flasks.. flasks made of coal...(!). Methinks the fuel and the item to be heated got swapped around. Raw glass still works fine in the same furnace, not sure whether other item production is affected. Workaround seems to be to use magma, which I've previously seen working correctly.&lt;br /&gt;
:nvm, this is fixed in the current version (v. .31.16)&lt;br /&gt;
&lt;br /&gt;
== cages ==&lt;br /&gt;
some of my cages have plump helmet spawn in them and it seems like they aren't being recognized as non-furnature and empty -- is this a bug?&lt;br /&gt;
&lt;br /&gt;
== Plants growing on tiles occupied by trees ==&lt;br /&gt;
&lt;br /&gt;
I've been suffering from a serious bug - some of my underground trees have been transmogrifying into underground plants and tree saplings. This wouldn't be a big deal or even noticed if trees weren't part of my anti-forgotten beast barrier. There are plenty of workarounds, but man is it annoying. Anyone else suffering from this? --[[User:Peglegpenguin|Peglegpenguin]] 23:57, 13 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion for total cleanup ==&lt;br /&gt;
&lt;br /&gt;
What is the point in listing bugs here?&lt;br /&gt;
&lt;br /&gt;
There are over 1500 reported bugs, everybody can use Mantis to view them. Serious are explained in &amp;quot;Bug&amp;quot; sections. And keeping fixed ones is even more useless.&lt;br /&gt;
&lt;br /&gt;
Suggestion:&lt;br /&gt;
keep: general information, link to mantis, not-a-bug&lt;br /&gt;
add link to mantis guide, or copy it here ( http://www.bay12forums.com/smf/index.php?topic=52185.0 ).&lt;br /&gt;
&lt;br /&gt;
And part of discussion may be moved to archive talk page.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/149.156.96.15|149.156.96.15]] 11:13, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Has anyone found a way to actually ''search'' the Mantis database?  Because I haven't. [[Special:Contributions/69.49.40.42|69.49.40.42]] 00:46, 10 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Guide available in this link: http://www.bay12forums.com/smf/index.php?topic=52185.0 (available also few lines above) [[Special:Contributions/213.134.175.225|213.134.175.225]] 20:56, 23 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More equipment stuff ==&lt;br /&gt;
&lt;br /&gt;
I was setting up my (so far, fairly pathetic) military for training, giving them steel breastplates, shields, &amp;amp; battle axes, when I noticed my dwarves equipping wooden equipment I (accidentally) stole from some elves, plus some other non-steel stuff. It happened after I made them equip ''metal'' equipment, then saw I had the resources to make a ton of steel. I got them to equip the right equipment by making them get rid of everything, then making them get it back. Not too much of a problem, but still annoying and hard to notice.&lt;br /&gt;
&lt;br /&gt;
== Map caverns by designating ramp removal ==&lt;br /&gt;
&lt;br /&gt;
I discovered that you can designate ramp removal over an entire z-level that you know has unexplored caverns in it, and the unrevealed ramps will be highlighted with the designation colour. The net effect is that you can figure out the layout of caverns by looking at several z-levels of ramp-removal designations, which is an interesting exploit. I haven't tried it with undiscovered caverns yet, only the unrevealed parts of already-discovered caverns. (And I've [http://bay12games.com/dwarves/mantisbt/view.php?id=4177 reported it] to the bug-tracker.) [[User:Eggdropsoap|Eggdropsoap]] 23:56, 9 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Is this a bug? ==&lt;br /&gt;
&lt;br /&gt;
If you have a setup like this:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x&amp;lt;x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
xxx&lt;br /&gt;
x.x&lt;br /&gt;
xxx&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
z-1&lt;br /&gt;
(x = wall, &amp;lt;&amp;gt; up/down stairs, . open space)&lt;br /&gt;
and you try to channel out the center top square, the person will fall...&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=138562</id>
		<title>v0.31:Water wheel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Water_wheel&amp;diff=138562"/>
		<updated>2011-03-18T21:04:09Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: Added to note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 {{L|Wood|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
# {{L|Architecture|Architecture}}&lt;br /&gt;
# {{L|Carpenter|Carpenter}}&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a {{L|machine component}} that provides {{L|power}} via water {{L|flow}}. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 {{L|wood|wood}} and generates 90 net power, which can be used for operating a {{L|Screw pump|pump}} or {{L|mill}}. You can use {{L|axle|axles}} and {{L|Gear assembly|gears}} to access the power produced by a water wheel, or connect machinery like a {{L|Screw pump|pump}} or {{L|millstone}} directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The {{L|Building_designer|architecture}} and {{L|Carpenter|carpentry}} labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although you can build a stable water wheel on solid ground, this isn't going to do you any good. For this reason, water wheels are almost exclusively built in a hanging state with gaps in the floor below. To do this, build the water wheel on the z level directly above a water tile. The tile where the wheel is built should be open space (you can channel out a tile if necessary). A gear assembly or horizontal axle built on an adjacent tile will be necessary to support the wheel. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected gear assembly can't support anything and will cause the waterwheel to deconstruct when toggled.&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} is generated from a water wheel as long as it has {{L|flow}}ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a {{L|river}} or {{L|brook}}. With a brook you must first channel through the surface since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
You can transport the power wherever it is needed via horizontal and vertical axles and gear assemblies. It is possible to support a waterwheel by building its center next to a preexisting water wheel's center.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#333&amp;quot;&amp;gt;○&amp;lt;/font&amp;gt;    = '''Millstone'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = '''Water'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|○&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07f; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|○&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a {{L|screw pump}}, a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is an {{L|exploit}} (violating basics principles of physics), and possibly a bug, but this is also Dwarf Fortress, so... &lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are {{L|aquifer}}s, which can sometimes have naturally occurring {{L|flow}}.  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional {{L|channel}}ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate, and once the water falls below a certain level, the machine stops. Below an earlier level, the power supply becomes intermittent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
====Key====&lt;br /&gt;
:{{Raw Tile|║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ O|7:0:1}} = '''Wall'''&lt;br /&gt;
:{{Raw Tile|+|7:0:0}} = '''Floor'''&lt;br /&gt;
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath&lt;br /&gt;
:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath&lt;br /&gt;
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level&lt;br /&gt;
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below&lt;br /&gt;
:{{Raw Tile|X|2:0:0}}&amp;lt;br /&amp;gt;{{Raw Tile|X|2:0:1}} = '''Screw Pump''' drawing from south&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train). It should be noted that while the water reactor provides a perpetual source of mechanical power in abundant amounts that the use of several reactors can cause performance issues. When building your water reactor, it is recommended that you include a method for stopping the reactor once started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
!    &lt;br /&gt;
!'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╦|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|O|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|╝|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╝|7:0:1}}&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
    &lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╝|7:0:1}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|X|2:0:0}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|W|6:0:0}}&lt;br /&gt;
|{{RT|X|2:0:1}}&lt;br /&gt;
|{{RT|W|6:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|≈|3:0:1}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a {{L|pond}}).  Meanwhile, construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.  Note that for the upper level, no southern walls are shown as none are needed, unless you don't follow the design and do something to create water pressure.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 63 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dorf-power),  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to {{L|machinery}} outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
{{L|Power}} can routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a {{L|gear assembly}} linked to a {{L|lever}} early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural {{L|flow|water flow}} - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
*This can be countered by connecting something that consumes &amp;gt;90 power while building the waterwheels -19 {{L|gear assembly|Gear assemblies}} works&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RTB|0:0:0}}&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╝|7:0:1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
|{{RT|╗|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╝|7:0:1}}&lt;br /&gt;
|{{RT|W|6:1:0}}&lt;br /&gt;
|{{RT|X|2:0:0}}&lt;br /&gt;
|{{RT|╚|7:0:1}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|W|6:0:0}}&lt;br /&gt;
|{{RT|X|2:0:1}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|≈|3:0:1}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=138561</id>
		<title>v0.31:Maximizing framerate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Maximizing_framerate&amp;diff=138561"/>
		<updated>2011-03-18T20:17:49Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:51, 19 January 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Frames_Per_Second_Meter.png|300px|thumb|bottom|A picture of Dwarf Fortress with Frames Per Second displayed.]]&lt;br /&gt;
&lt;br /&gt;
{{L|Frames per second|Framerate}} is used in Dwarf Fortress to measure the speed at which the game is running. It is measured in &amp;quot;frames per second&amp;quot;, or FPS for short. To check your FPS in Dwarf Fortress, simply change [FPS:NO] to [FPS:YES] in {{l|init.txt}}, and your FPS will be displayed on the top row of the screen.  The first number is the current frame rate, while the number in parentheses is the current graphical frame refresh rate.&lt;br /&gt;
&lt;br /&gt;
==Increasing your Framerate==&lt;br /&gt;
In general, the more stuff the game has to keep track of, the slower the game will run.  So, reducing the amount of stuff active keeps your game running fast.  Some possible reasons for slowdown, and ways to reduce and/or eliminate them:&lt;br /&gt;
&lt;br /&gt;
* Each dwarf needs to keep track of where he's going.&lt;br /&gt;
** Limit the number of dwarves by setting the population cap.&lt;br /&gt;
* Each animal needs to pathfind, too.&lt;br /&gt;
** Tame animals can be put into {{l|cage}}s, keeping them from having anywhere to go.  Or you can butcher them.&lt;br /&gt;
* Invaders also need to pathfind.&lt;br /&gt;
** Turn off invasions using the option in {{l|D_init.txt}}.&lt;br /&gt;
* Contaminants, including {{l|blood}} spatters, accumulate on the ground and on dwarves and creatures.  When they walk over contaminants, these sometimes get smeared and spread.  There is a bug ({{bug|296}}) which makes contaminants continuously multiply and another bug ({{bug|3270}}) which prevents blood spatters from ever disappearing.&lt;br /&gt;
** There is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.16}}) that prevents them spreading from dwarf (or animal) to ground.  For [[DF2010:Fortress_mode|Fortress Mode]], this is [[DF2010:Technical_tricks#More_Game_Options|WALKING_SPREADS_SPATTER_DWF]] and is already turned off by default.&lt;br /&gt;
** If the contaminants are outside, isolate the area and let [[DF2010:Weather|rain]] slowly wash it away. Pets can be kept out with a [[Activity_zone#Pen.2FPasture|pen/pasture]] or a [[DF2010:Activity_zone#Pit.2FPond|pit]]. Similarly, setting the {{l|traffic}} designation to restricted and/or assigning [[Activity_zone|Activity Zones]] strategically may keep dwarves away.&lt;br /&gt;
** Add in some in-fortress means of cleaning dwarves and pets. The &amp;quot;Dwarven Bathtub&amp;quot; is one example. And make sure you have the {{l|cleaning}} labor enabled. Details of these and other suggestions can be found on the {{l|cleaning}} page.&lt;br /&gt;
** Finding the above cleaning measures too tedious or lacking, some players opt to [[DF2010:Cheating|cheat]] by using the [[DF2010:Utilities#dfcleanmap|dfcleanmap]] tool from the [[DF2010:Utilities#DFHack|DFhack]] library.&lt;br /&gt;
* G_FPS is a setting in the {{l|init.txt}} file.  It controls how often Dwarf Fortress redraws the screen.  It also controls how often the game checks for keyboard or mouse input.&lt;br /&gt;
** Reducing G_FPS can speed up the rest of the game.  The default choice of 50 works well, but many people reduce it down to 20 with no ill effect.&lt;br /&gt;
** Reducing G_FPS too far can make the game unresponsive and glitchy.  Some people can cope with 5;  most cannot.&lt;br /&gt;
* PRINT_MODE is another init setting.  It controls the method Dwarf Fortress uses to draw the screen.&lt;br /&gt;
** More advanced methods allow DF to make more use of OpenGL features and therefore your graphics card.  STANDARD is a good starting point.&lt;br /&gt;
** More advanced methods may still have bugs.  2D is more likely to be reliable.&lt;br /&gt;
* {{l|Temperature}} and {{l|Weather}} are two more features which users may or may not notice.&lt;br /&gt;
** Disabling them, using the settings in d_init.txt, can speed things up.&lt;br /&gt;
** But then rain won't refill {{l|murky pool}}s, {{l|magma}} won't melt {{l|goblin}}s, etc.&lt;br /&gt;
* The size of your world and embark site both increase the amount of terrain which DF needs to keep track of.&lt;br /&gt;
** If you don't mind going vertical, try reducing your embark site from the default 4x4 squares to 3x3 or even 2x2.&lt;br /&gt;
** World size probably doesn't matter except for the size of the save files, but reducing the number of cavern layers (default of 3) will help.  You need at least 1 cavern layer to get underground {{l|crop|plants}}, and 2 caverns to get all the underground {{l|tree}}s.&lt;br /&gt;
* Proper use of {{l|traffic}} designations will help.&lt;br /&gt;
** Setting corridors to &amp;quot;high&amp;quot; traffic, and dead-end workshop rooms next to them to &amp;quot;low&amp;quot; traffic, means the pathfinder algorithm will search more quickly along the corridor, and waste less time searching in the rooms.&lt;br /&gt;
* Closing off unused areas with raised {{l|bridge}}s and locked {{l|door}}s can help.&lt;br /&gt;
** Reducing the area which the pathfinder algorithm has to search lets it run faster.&lt;br /&gt;
** In general the pathfinder algorithm is good about not searching irrelevant areas.  Caverns are probably the worst offender.&lt;br /&gt;
* Fewer items inside a fort means fewer items to be {{l|stockpile}}d, checked for {{l|wear}}, and so on and so forth.&lt;br /&gt;
** Use a {{l|Dwarven atom smasher}} to remove items, or donate them to {{l|Trading|passing caravans}} to be taken away.&lt;br /&gt;
** Don't dig out so much of the ground, don't build such large {{l|Farming|farm plot}}s, just don't generate so many items in the first place.&lt;br /&gt;
* Flowing {{l|water}} slows the game down.&lt;br /&gt;
** Don't build {{l|mist}} generators, {{l|Screw pump|pump stacks}}, or other major water-moving projects.  If you do build them, build a {{L|Lever|way to switch them off}}.  &lt;br /&gt;
** Don't embark on a {{l|river}} or {{l|ocean}}.  Rivers aren't too bad in their natural state, because the game only needs to calculate at where the water enters and where the water leaves, more-or-less skipping the water in between.  Then you start damming them and pumping water out, and it gets worse.&lt;br /&gt;
** {{l|Aquifer}}s don't impose load until you start digging around in them.&lt;br /&gt;
**{{l|Water wheel#Perpetual motion|Dwarven water reactors}} also slow down the game, often significantly. &lt;br /&gt;
* Disabling your Dwarven civ from wearing clothing as a mod (required regen of world) may help maintain higher fps later in the game{{bug|3942}}, if you don't mind naked dwarves running around. Alternatively, finding a way to dump excess/worn out clothing might help restore fps on existing fortresses. Requires research.&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=138548</id>
		<title>v0.31 Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Water_wheel&amp;diff=138548"/>
		<updated>2011-03-18T16:20:32Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: /* Performance Issues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Perpetual Motion==&lt;br /&gt;
Done a few quick tests. Waterwheels and screw pumps still have the same numbers for power. Built a perpetual motion machine using the #3 reactor design which works as before. [[User:Doctorzuber|Doctorzuber]] 19:10, 2 April 2010 (UTC)&lt;br /&gt;
:Also tested the Dwarven Water Reactor, as well as a mini variant.  Both function fully and are repeatable.  Thus, I added the two designs into the page. [[User:Jjdorf|Jjdorf]] 09:27, 20 April 2010 (UTC)&lt;br /&gt;
::The Dwarven Water Reactor is working splendidly for me, although I subsequently discovered a siege engineer standing on the intake grate, apparently just staring at it... until, to my utter astonishment, he rather self-satisfiedly wandered off with a turtle fished out of the running device!  Apparently they're good for more than just power. --[[User:Onul Rigothzas|Onul Rigothzas]] 11:57, 3 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have a weird one; i built a 5 waterwheel reactor to power a waterfall, with hatches over the pump uptake spots. I closed the hatches to stop the reactor, but it is still running. the lower level is all 7 water, and the upper level is dry, but the system keeps pumping out 500 power.&lt;br /&gt;
anyone else seen this? [[User:Dangerous Beans|Dangerous Beans]] 10:23, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion if Goldberg were a dwarf... ==&lt;br /&gt;
&lt;br /&gt;
I had a need to pump water out of my artificial underground lake.&amp;lt;br/&amp;gt;&lt;br /&gt;
I could have just built a windmill, but I figured that since I was pumping out the water anyway, I may as well have some fun with it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Here is what I plan to build.  I'll let you know how it goes...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Top&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Middle&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Bottom&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #008000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #00FF00; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #808000; padding: 0&amp;quot;|═&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╚&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #880; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #00FF00; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #008000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #00FF00; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #008000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border: 0; border-spacing:0; background: #000; font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╗&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╗&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╝&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #FF0000; padding: 0&amp;quot;|X&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|║&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|≈&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╠&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #FFF; padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;color: #888; padding: 0&amp;quot;|+&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#080&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:#0F0&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Pumps from south'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;''' = '''Floodgate'''&amp;lt;br/&amp;gt;&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:#777;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#FF0000;&amp;quot;&amp;gt;*&amp;lt;/span&amp;gt;''' = '''Gear assembly'''&lt;br /&gt;
&lt;br /&gt;
Math as follows:&amp;lt;br/&amp;gt;&lt;br /&gt;
Water wheels generate: 90 power x 4 wheels = 360 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Gears consume: 5 power x 5 gears = 25 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Pumps consume: 10 power x 3 pumps = 30 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Net power produced: 305 power&amp;lt;br/&amp;gt;&lt;br /&gt;
Assuming a windmill starter motor:&amp;lt;br/&amp;gt;&lt;br /&gt;
Dead weight = (2 pump x 10) + (5 gears x 5) + (4 wheels x 10) = 85 power&amp;lt;br/&amp;gt;&lt;br /&gt;
3 windmills at full output for 120 power or 5 at half output for 100 power.&amp;lt;br/&amp;gt;&lt;br /&gt;
If you can't generate 85 units of wind power, add another lever to the middle of the top three gears to drop the load to 30&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
If you think you're going to restart them often, consider a second independent water reactor running connected to the first, to enable them to jump start each other and avoid the dodgy windmills..&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Some notes...'''&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The water source on the left of the lower two layers is the top of a larger lake.  The retaining wall is there to contain the top layer.  You may not need this wall, if you have other measures in place to properly control the level of the main body of water.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The top layer of the construction, if you can arrange it, should probably be the first layer below ground.  This has the advantage of letting you connect windmills, should you feel the need.  I wouldn't recommend putting the gearing itself on the surface... I expect it to scream target at more destructive monsters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
The red gear assemblies and floodgates are all connected to levers.  I will be linking them all to separate levers, but this may be over kill for your situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
The upshot of this linking is that you can turn the output power on and off without closing down the pumps, drain or fill the various component sections for maintainance, or selectively disable waterwheels (maybe shutdown one to build an extension?)&amp;lt;br/&amp;gt;&lt;br /&gt;
As I say, it may be overkill.&amp;lt;br/&amp;gt;&lt;br /&gt;
Although the system is self contained, and thus shouldn't be too subject to overflows, you should still take the usual precautions with the levers... in case of mad dwarf disease ;)&lt;br /&gt;
&lt;br /&gt;
Should this design prove functional to specs, I'll move it to the article.&amp;lt;br/&amp;gt;&lt;br /&gt;
Should this design prove utterly borked up, I'll report back with revised plans.&lt;br /&gt;
&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 21:00, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Revision 1:&amp;lt;br/&amp;gt;&lt;br /&gt;
It has been pointed out to me that 1 pump is unlikely to handle the flow generated.  Extra pumps and wheels added to ensure flow.&amp;lt;/br&amp;gt;&lt;br /&gt;
Additionally, think out how you intend to start this contraption if you want to build one.  The plans leave the pumps inaccessible (for good reason on my map), so you can't manually start them or dump water in to get it going.  I plan to use a windmill for a starter motor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, and I fixed the questionable math :p&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Special:Contributions/89.238.157.212|89.238.157.212]] 22:13, 10 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== must be hanging? ==&lt;br /&gt;
&lt;br /&gt;
According to the tower reactor diagram, it looks like the wheels were build on solid ground. Am I mistaken? Do they work this way?[[User:Uzu Bash|Uzu Bash]] 16:27, 28 October 2010 (UTC)&lt;br /&gt;
:No, they are not built on solid ground. I just made a tower reactor the other day. All three tiles under the wheel are channeled out. The wheels are suppported by the gear assemblies to the side. The pump sucks from under the closest wheel tile. Power was horribly intermittent, I don't think the upper wheels were generating power at all. In fact, I don't see how they can. I was trying to use it as a self-powered waterfall, and it worked for that, sort of. But you couldn't power anything off of it, constant job cancellations occur. As it depowers, water starts flowing back down the stack, powering the upper wheels which aren't actually powered when it is pumping, because the pumps above are sucking water out as fast as it goes in, and the upper tunnels never fill with water. Maybe I just didn't have enough water in the contraption, but too much water means a flooding waterfall. I finally built a mini-reactor connected by a gear to a conventional pump stack, that makes a perfect waterfall. [[User:GhostDwemer|GhostDwemer]] 17:25, 28 October 2010 (UTC)&lt;br /&gt;
::You're right, the design currently there doesn't work.  I'm gonna replace it with my own design, once I get it built and tested.  Just offhand, though, I don't think it'll be any more useful than a separate &amp;quot;pump stack plus water reactor&amp;quot; arrangement. --[[User:DeMatt|DeMatt]] 18:56, 29 October 2010 (UTC)&lt;br /&gt;
::Hrumph.  Well, I'm glad I said &amp;quot;tested&amp;quot;.  Here's the design I thought up:&lt;br /&gt;
&amp;lt;pre&amp;gt;Z=0:        Z+1:        Z+2:        Z+3:&lt;br /&gt;
 ╔═╗         ╔═╗            ╔═╗         ╔═╗&lt;br /&gt;
 ║*╚═╗       ║o║          ╔═╝*║         ║o║&lt;br /&gt;
╔╝*=*╚═╗    ╔╩═╩═══╗    ╔═╝*=*╚╗    ╔═══╩═╩╗&lt;br /&gt;
║WWWxX≈║    ║≈≈≈Xx~║    ║≈XxWWW║    ║~xX≈≈≈║&lt;br /&gt;
╚══════╝    ╚══════╝    ╚══════╝    ╚══════╝&amp;lt;/pre&amp;gt;&lt;br /&gt;
:: Where the northernmost gears and vertical shafts are all lined up above one another.  It does, sort of, work... but the water doesn't spread fast enough to keep it running smoothly.  So wheels kick on and off, sometimes it freezes up until the water sloshes back under enough water wheels, etc. etc.  So I'm gonna just trash that section - it's much less headache-inducing just to build some separate DWR's to power a simple pump stack. --[[User:DeMatt|DeMatt]] 06:24, 3 November 2010 (UTC)&lt;br /&gt;
::: I agree, no reason for it to be listed if it doesn't work right, the problem is inherent in the design. To work, the water would need to flow through each water wheel in turn, which means the pumps could not be in a vertical stack, which means incredibly complicated gearing and axles to make the whole thing work, which means it won't be as efficient as any other DWR. Just put in a standard DWR and a pump stack. That being said, I believe the best way to connect a DWR to a pump stack is vertically, so you do not have to worry about water flowing from the DWR to the stack through the axle tunnel. I have that problem on my current fort, it means that I need to refill the DWR every now and then. [[User:GhostDwemer|GhostDwemer]] 19:52, 3 November 2010 (UTC)&lt;br /&gt;
:::: I designed the original tower reactor; the early prototypes did not have the problems, and I have been too busy with things like class to correct them. I am in the final stages of testing for an improved design that should have less issues, and will probably post it on the forums in a week or so (not too much game time now, sadly...) [[User:Fishsicles|Fishsicles]] 20:32, 28 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Waterwheel Reactors -DO- need southern walls ==&lt;br /&gt;
&lt;br /&gt;
I tried these things, and followed design to the letter. Turns out, it flooded the entire room. I'm editing this page to reflect that, but I'm surprised that the original author claimed that there was no danger of this. [[User:Jwguy|Jwguy]] 00:09, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm neither an expert at this stuff nor the original author, but it sounds to me like your brook or river must have been pressurised to the upper level, so the water just came bursting up through the space directly south of the water pump.  If that's the case, then what happened to you was not due to the reactor as such, but due to the ordinary behaviour of water under {{L|pressure}}.  In other words, the same thing would have happened if you hadn't built the pump or wheels.  It's hard to know for sure without knowing exactly how your water source was connected.  [[User:Bognor|Bognor]] 13:45, 7 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Performance Issues ==&lt;br /&gt;
&lt;br /&gt;
I constructed a reactor farm of 11 reactors to move lava from the magma sea up to the surface and experienced a massive performance hit while the reactors running, but not engaged to the pump stack (I'm aware of the performance issues related to magma pump stacks, so I made sure that the power assembly was not running the stack while experimenting). When I stopped the reactor farm, performance improved again significantly.&lt;br /&gt;
&lt;br /&gt;
I would recommend using reactor farms only for providing a compact source of power for large mechanical constructions which are intended to be run intermittently rather than a construction which is intended to be run indefinitely. [[User:Grigarn|Grigarn]] 16:48, 3 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Seconded - my fort drops from ~25 fps to 1(!!!) fps with the water reactor running (2800 gross power generated) --[[User:Root Infinity|Root Infinity]] 16:20, 18 March 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=138221</id>
		<title>v0.31 Talk:Nether-cap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Nether-cap&amp;diff=138221"/>
		<updated>2011-03-12T21:34:53Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do nether-cap logs inherit the fixed temperature of the nether-cap tree?--[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 03:15, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I think the more important question is &amp;quot;Since Nethercaps are chilled to 32 degrees F (if I did the math right), will submerged Nnethercaps cause water to freeze into ice?&amp;quot; I only wish I could test this right now. [[User:Coaldiamond|-Coaldiamond]] 17:14, 8 June 2010 (UTC)&lt;br /&gt;
:Likely not - items melt/boil at their melting/boiling points, as opposed to freezing/condensing at them. For example, an object with a melting point of 12345 will be solid at 12344 and liquid at 12345. --[[User:Quietust|Quietust]] 18:41, 8 June 2010 (UTC)&lt;br /&gt;
::Created a completely nethercap pump and have had it pumping magma for ages now, still no signs of deconstruction or damage, whatsoever. --[[User:MLegion|MLegion]] 20:59, 13 July 2010 (UTC)&lt;br /&gt;
:::Pump got submerged totally still no damage. --[[User:MLegion|MLegion]] 21:13, 13 July 2010 (UTC)&lt;br /&gt;
::::Will items and liquids in a nether-cap barrel always maintain it's temperature? If so - totally fire-safe way of storing food and booze is in such barrels... submerged under magma. Metal barrels don't catch fire themselves but would eventually boil/char their contents. &amp;lt;br&amp;gt;Imagine showing foreign diplomats a magma-filled room and saying: &amp;quot;This is our strategic booze reserve&amp;quot;.--[[User:Another|Another]] 22:14, 28 September 2010 (UTC)&lt;br /&gt;
:::::I just tried using a nether-cap floodgate with magma and not only did it not burn up, but it also seemed to stop its (magma-unsafe) granite mechanisms from melting. --[[User:Quietust|Quietust]] 18:00, 31 October 2010 (UTC)&lt;br /&gt;
::::::Try and open it =&amp;gt;fun &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:91.10.249.49|91.10.249.49]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:::::::I '''did''' open it - that's why I also noted that it was preventing its granite mechanism from melting. --[[User:Quietust|Quietust]] 15:43, 3 December 2010 (UTC)&lt;br /&gt;
So, has anyone tested if nether caps freeze water? Or if they can be made to freeze water without harming dorfs attempting to carry them?  I'd test my self but haven't gotten that far deep with current fort. Also too lazy too mod so I can embark with right now.--[[User:MadGreyOne|MadGreyOne]] 12:30, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What happens if you put a burning item inside a nether-cap bin? --[[User:Root Infinity|Root Infinity]] 21:34, 12 March 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== No nether-caps ==&lt;br /&gt;
&lt;br /&gt;
So I've had my underground tree farm up and running for years, and go looking for some nether-caps to cut for a magma project. None found. Plenty of blood thorns, but not one nether-cap. On examining cavern 3, I find lots of blood-red blood thorns, and plenty of ''indigo''... '''blood thorns'''! Anyone else had this problem? No obvious problems with the (unmodded) plant raws. The only slightly strange things I've done to this fort/world is turn temperature off, and occasionally run dfcleanmap, both for FPS reasons. Running v. .31.16. [[Special:Contributions/202.156.10.234|202.156.10.234]] 01:50, 15 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The only slightly strange things I've done to this fort/world is turn temperature off&amp;quot;'' ... Here's what you did: &amp;quot;My dwarves won't use coins! Anyone else had this problem? The only thing I did was turn off the economy.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blood&amp;diff=136577</id>
		<title>v0.31 Talk:Blood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31_Talk:Blood&amp;diff=136577"/>
		<updated>2011-02-19T19:21:09Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Why do the caravans bring barrels of blood? What do they expect us to do with it?&lt;br /&gt;
--[[User:Droid|Droid]] 00:44, 6 April 2010 (UTC)&lt;br /&gt;
:I'm sure Queen Urist of [http://www.bay12games.com/forum/index.php?topic=28365.0 Blockedlance] could enlighten you. Though in practical game terms, I have no idea. --[[User:Njero|Njero]] 00:49, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Transfusions and Brewing! And by that I mean for curing dwarves with the Pale status [[Special:Contributions/86.147.129.117|86.147.129.117]] 17:21, 9 June 2010 (UTC)&lt;br /&gt;
:I'm not so sure it would be a good idea to pump your dwarves full of giant cave spider blood. Or are we talking axe cop rules here? Just thought of an amusing image of dwarves using screw pumps for transfusions.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 04:19, 15 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What stockpile option are barrels of blood under? --[[User:Telarin|Telarin]]&lt;br /&gt;
:Wondering this as well. Also, is it possible to dump the blood in some way? Doesn't seem to do anything when I try. [[Special:Contributions/83.227.5.34|83.227.5.34]] 12:10, 27 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Blood Spatter Spreading ==&lt;br /&gt;
&lt;br /&gt;
Oh Armok! I killed a forgotten beast with toxic blood without suffering any losses, but now the blood has spread everywhere! Over 70 dwarves have died from touching the contamination, including the last *entire* migrant wave! It starts as a fever and nausea, and quickly turns to paralysis and suffocation! [[User:Interloper|Interloper]] 23:05, 19 Dec 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Aside from the tips on the {{l|blood}} page and other known solutions for [[DF2010:Maximizing_framerate#Increasing_your_Framerate|dealing with contaminants]], anyone have additional suggestions?&lt;br /&gt;
* On the {{l|blood}} page it says, &amp;quot;It is possible to remove blood from a soil floor by building a dirt road on it.&amp;quot; Does this trick only work on soil floors, or will it also work on other outdoor tiles? I also noticed on the {{l|mud}} page where it says, &amp;quot;Mud can be removed by constructing something over the mud, then deconstructing it.&amp;quot; Technically, mud is a contaminant, as is blood spatter. So, I'm wondering if we could build ''anything'' on ''any type'' of outdoor tile with blood to remove it.&lt;br /&gt;
* Also, on the {{l|blood}} page it says, &amp;quot;It is better to forbid an area with blood in above areas as rain will randomly clear tiles where it touches it.&amp;quot; That sounds good in theory. But ''how'' exactly does one &amp;quot;forbid&amp;quot; a specific area from dwarves, other than building a wall or something around it or on top of it? One can define a {{l|Burrow}} area and force civilians to go there, but that is not the same thing as designating a certain area as off limits. One can also define an [[DF2010:Activity_zone|Activity Zone]]. But unless all the dwarves you want to keep out of the blood spatter are fishing, dumping garbage or some similar activity, I think that method has it's limits. --[[User:Thundercraft|Thundercraft]] 11:26, 19 February 2011 (UTC)&lt;br /&gt;
**One can assign the area to [[DF2010:Traffic|restricted]] - it's not perfect but it generally works--[[User:Root Infinity|Root Infinity]] 19:21, 19 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== D_init.txt Options &amp;amp; Bug Reports ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure that the part about blood getting everywhere is quite true anymore.  It's now an easily editable option in init.txt {WALKING_SPREADS_SPATTER_DWF:YES/NO} that defaults to NO.  [[User:Stupergenius|Stupergenius]] 06:13, 17 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Actually, this option is found in D_init.txt, not in init.txt. And it is mentioned here:&lt;br /&gt;
[[DF2010:Maximizing_framerate]]&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
* Contaminants, e.g. {{l|blood}} spatters, accumulate on the ground and on dwarves who walk through the puddles.  There is a bug ({{bug|296}}) which makes them spread way too far.&lt;br /&gt;
** Fortunately, there is a setting in D_init.txt (as of&amp;amp;nbsp;{{version|0.31.18}}) that prevents them spreading from dwarf (or animal) to ground.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
To be more accurate, this option was first introduced in {{version|0.31.16}}, as it is mentioned here: [[DF2010:Release_information/0.31.16]]&lt;br /&gt;
The bug report mentioned above ({{bug|296}}) was originally reported for {{version|0.31.01}} and it is directly related to {{bug|3267}} (reported for {{version|0.31.13}}). On the latter bug report, [http://bay12games.com/dwarves/mantisbt/view.php?id=3267#c13680 one of the comments claimed] that:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;...the switch in the config file (&amp;quot;do not move splatters around&amp;quot;) seems to be completely failing, it was enabled all the time, but did not prevent up to 100 different blood splatters on the single beings.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
That comment was posted on 2010-11-09, which was shortly before {{version|0.31.18}} was released. It needs testing, but for all we know the WALKING_SPREADS_SPATTER_DWF option might still be failing in {{version|0.31.18}} and/or {{version|0.31.19}}. Let's not make a hasty assumption, either way.&lt;br /&gt;
Also, both of those bugs seem to relate directly to {{bug|3270}} (titled '''&amp;quot;Blood has [ROTS] tag, but does not rot&amp;quot;''') and I suspect this bug reveals one of the main culprits behind these contaminant problems. --[[User:Thundercraft|Thundercraft]] 07:50, 19 February 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136548</id>
		<title>v0.31:Beekeeping industry</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Beekeeping_industry&amp;diff=136548"/>
		<updated>2011-02-19T02:51:33Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: Removed mis-spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
The '''beekeeping industry''' is a straightforward process that allows a fortress to produce food (honey, royal jelly), drink (mead), and craftable items (wax).&lt;br /&gt;
&lt;br /&gt;
First up you need an area that can support honey bees. These vermin-type creatures occur in any non-freezing biome. After finding a few colonies of bees, the next step is to create an artificial hive in the Craftdwarfshop which can be created from stone or wood.&lt;br /&gt;
&lt;br /&gt;
Construction of the hive is then done by a dwarf with the Beekeeping profession enabled, and must be made in a tile that adjacent to an outside tile. Unless the player specifies otherwise with c, the beekeeper will then automatically find the nearest live hive and transfer it to the artificial hive.&lt;br /&gt;
&lt;br /&gt;
From there the player has a few options as to what they want done.&lt;br /&gt;
*Using g, the player may toggle the hive so that the product is not automatically gathered. This will cause the hive to grow, allowing it to be split into additional artificial hives.&lt;br /&gt;
*If the player chooses to have the hive be harvested, a beekeeper will approach the hive after 6 months or so and transfer royal jelly to an empty jug and produces a [[honeycomb]]. The hive is then deconstructed, though it can be rebuilt and filled with a new hive.&lt;br /&gt;
&lt;br /&gt;
The [[royal jelly]] is a counted as an edible item and can be cooked or eaten as is. The honeycomb requires a bit more effort, in that it must be brought to a [[screw press]] to be turned into [[honey]], which is also edible and can be cooked.&lt;br /&gt;
&lt;br /&gt;
That honey can then be brought to a still and, when combined with a non-absorbent barrel, can create [[mead]].&lt;br /&gt;
&lt;br /&gt;
The pressed honeycomb can be brought to a craftdwarfshop and turned into wax crafts&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=135760</id>
		<title>v0.31:Screw pump</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Screw_pump&amp;diff=135760"/>
		<updated>2011-02-07T00:32:13Z</updated>

		<summary type="html">&lt;p&gt;Root Infinity: Added note on pumping liquids into each other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Machine_component|name=Screw pump|key=s|job=[[40d:Pump operator|Pump operator]]&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Trap component#Enormous corkscrew|Enormous corkscrew}}&lt;br /&gt;
* {{L|Pipe section}}&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* 1 of&lt;br /&gt;
** {{L|Carpentry}}&lt;br /&gt;
** {{L|Masonry}}&lt;br /&gt;
** {{L|Metalsmithing}}&lt;br /&gt;
|power=Needs 10 power.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''screw pump''' is a small {{L|building}} that can lift liquids ({{L|water}} or {{L|magma}}) from one level below onto the same {{L|Z-level}} as the pump. It is two tiles by one tile in size, and it can be either manually operated by a {{L|dwarf}} with the {{L|pump operator}} job or by being {{L|power}}ed by {{L|water wheel}}s and/or {{L|windmill}}s. &lt;br /&gt;
&lt;br /&gt;
The direction you want the fluid to travel must be chosen at the time of construction.  Pumping only occurs in a straight line, and involves a total of 4 tiles in a row - the liquid source, two for the pump, and the output. The &amp;quot;rise&amp;quot; in levels occurs on the first tile, the intake side, from one level below up to the level of the pump*.  Pumped fluids can and will flow immediately after being pumped, as normal for that fluid.  Pumped fluids will have a {{L|pressure}} equal to the exit {{L|z-level}} - a pump never &amp;quot;forces&amp;quot; water to a higher {{L|z-level}} than the output tile.&lt;br /&gt;
&lt;br /&gt;
:''(* A DF pump can best be imagined as a simple [http://en.wikipedia.org/wiki/Archimedes%27_screw archimedes screw].)''&lt;br /&gt;
&lt;br /&gt;
Salt water pumped through a pump will desalinate and become drinkable. However if the water then touches any natural water or tiles, smoothed or not, it will immediately be undrinkable again. So it is important to pump into a reservoir that is made entirely of constructed material. Please note that the block/tile underneath the reservoir-side of the pump also needs to be a construction.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see {{L|machinery}}.''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
Building a screw pump requires an {{L|Trap component#Enormous corkscrew|enormous corkscrew}}, a {{L|block}}, and a {{L|pipe section}}. The construction itself is completed in two stages. First a dwarf with the {{L|architect}} labor must design it. Then a dwarf (the same or a different one) with the appropriate labor must complete the building. This could be {{L|carpentry}}, {{L|metalsmithing}}, or {{L|masonry}}, depending on the material of the block.&lt;br /&gt;
&lt;br /&gt;
To select pump, use keys {{k|b}}-{{k|M}}-{{k|s}}. It's important to choose the proper orientation for your pump, where it will draw water from and where it will deliver the water.  This is determined before placement with the {{k|u}}, {{k|k}}, {{k|m}}, or {{k|h}} keys, and the text at the top of the sub-menu will change to confirm your choice.  The default (as shown above in the sidebar), &amp;quot;pumps from the north&amp;quot; (top).  The ''light'' green X must be next to the liquid source and the ''dark'' green X is where the liquid exits the pump.&lt;br /&gt;
&lt;br /&gt;
[[Image:Small pump.jpg|thumb|right|300px|'''Basic Side View of a Pump'''. &amp;lt;br /&amp;gt; This pump &amp;quot;pumps from the west&amp;quot;, from left to right.  The area to the right may fill to the top of that level, but no more  (See {{L|pressure}}; see {{L|Screw pump#Pump Stack|Pump stack}}). Note that the entire space required is 4 tiles long by 1 tile wide, not including any retaining walls for the outflow.   If pumped manually, the {{L|pump operator}} stands in the light-colored area, as the dark-colored is impassable to both fluid and movement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;''(Although the &amp;quot;liquid&amp;quot; is shown as blue, this can work for {{L|magma|magma}} as well, with the {{L|magma-safe|appropriate precautions}}.)'']]&lt;br /&gt;
&lt;br /&gt;
The example shown in the infobox above &amp;quot;pumps from the north&amp;quot; (top) to the south (bottom).  If pumped manually, the dwarf stands on the light-colored tile, as the dark-colored is impassable.&lt;br /&gt;
&lt;br /&gt;
The orientation is visible after placement by using {{k|q}}uery over or near that pump or during placement, using UMKH to select the direction of input.  Orientation of a pump cannot be changed after being constructed, but, as with any building, it can be deconstructed into its component parts and rebuilt as and where desired.&lt;br /&gt;
&lt;br /&gt;
Having specified the direction of travel, you must ensure that the source side of the pump is placed adjacent to and above (in the {{L|z-axis}}) a liquid. The screw pump will draw the liquid up from below its level, and distribute it out of the other side of the pump.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The source of the pump must be directionally adjacent to &amp;quot;Open Space&amp;quot; that is directly above a source of liquid. The adjacent space cannot be a floor, stairway or wall suspended over water. Screw pumps can pull water through a {{L|grate}}, floor {{L|bars}}, or a {{L|construction|constructed}} {{L|fortification}} on the Z-level below.&lt;br /&gt;
* The light pump tile is where a pump operator will stand (if the pump is not powered mechanically).  Liquids to be pumped must be 1 level below the (empty) area adjacent to this tile.  &lt;br /&gt;
* Dwarves must be able to access and stand on the light tile of the pump in order to build the pump and then to be able to operate the pump manually.&lt;br /&gt;
* The dark pump tile is on the output side.  Liquids will appear in the tile adjacent to this.&lt;br /&gt;
* The dark pump tile blocks liquids flow and creature movement, and can be built into a wall to create a solid barrier.  The light tile of the pump does not block flow or movement.&lt;br /&gt;
* Pumps can also be used in conjunction with a {{L|water wheel}} or a {{L|windmill}} to become self-powered.&lt;br /&gt;
* Active mechanisms connected to the pump will automatically start the pump; to prevent this either restrict liquid flow using floodgates or hatches, or put in a {{L|gear assembly}} linked to a {{L|lever}} to disconnect the {{L|power}}.&lt;br /&gt;
* Adjacent pumps ''automatically'' transfer mechanical power to any other adjacent pump(s), no {{L|axle}} or {{L|mechanism}} is required.  If too many pumps are adjacent, there may be insufficient power to power them.&lt;br /&gt;
* A hatch above the input tile (on the same level as the pump) that is linked to a trigger (a {{L|lever}} or {{L|pressure plate}}) makes an effective on/off switch for that pump.&lt;br /&gt;
* In order to build pumps in a &amp;quot;hanging&amp;quot; state, as in the stacked screw pump example (below), one of its tiles must be able to connect to a nearby machine, either already existing or designated to be built. If, when the screw pump's construction is completed, the supporting mechanism has not yet been completed, it will promptly collapse into its component parts.&lt;br /&gt;
* Pumps do '''not''' push liquids '''up''' additional Z-levels above them.  They only deliver water to their own level.  That is, if you direct the output of a screw pump into a 1-square space surrounded by walls, the water will not &amp;quot;overflow&amp;quot; the walls. Consequently, a pump will refuse to move liquid if the level it is pumping to is completely filled.  Higher levels can be achieved using a &amp;quot;pump stack&amp;quot; (below). (See {{L|Pressure}})&lt;br /&gt;
* In order to safely pump magma, you must use {{L|magma-safe}} materials, though magma-unsafe metals have been observed to be safe unless the open tile is going to be submerged in magma. Wooden parts will burst into flames the instant the pump is activated, and magma-unsafe stone {{L|block}}s melt after a short time.&lt;br /&gt;
* Magma, which normally has no pressure, will behave as though pressurized when pumped. For example, when pumped into an U-turn, magma will come out at the other end. Normal (non-pumped) magma would just pool at the lowest level. This may be either very useful (can be used to build pressure towers for magma) or deadly (forge level flooded with magma, because someone tried to pump magma into a volcano).&lt;br /&gt;
* Pump's pseudo-pressure doesn't work across diagonals. If there is a diagonal-only passage in your tunnel, liquids will seep slowly through it, instead of bursting through above their normal maximal speed, like they would if there was good passage.&lt;br /&gt;
* Pumps do not pump up 1/7 liquid.&lt;br /&gt;
* If a pump's intake tile on the z-level below the pump becomes blocked (as with a cave-in or magma cooling into obsidian) the pump will still run but not pump any fluid.&lt;br /&gt;
* If a pump's output tile has magma, but the pump is pumping water, or vice versa, it will '''not''' teleport the water over the magma tile, instead turning the output tile into [[DF2010:Obsidian|obsidian]]&lt;br /&gt;
&lt;br /&gt;
====Common mistakes====&lt;br /&gt;
* Orienting a pump incorrectly, and/or not having a proper open liquid source.&lt;br /&gt;
* Pumping water into an area with a path to other parts of your fortress. (The pump may work perfectly - the fortress quickly [[40d:flood|flood]]s.)&lt;br /&gt;
* Expecting water to rise up above the same level of a pump.&lt;br /&gt;
* Building a wall attached only to the light tile - this leaves a diagonal leak between the wall and the dark tile unless sealed there.  (If that's not a problem, don't worry about it.)&lt;br /&gt;
* Having stairs as input tile. Stairs block input tile, thus rendering the pump useless, even though liquids usually ignore stairs. Output tile can be any liquid-passable tile.&lt;br /&gt;
* Not channeling below the impassable tile of an individual pump in a pump stack.  This is how power is transmitted to the pump below.&lt;br /&gt;
* Pumping magma into a lower z-level (same as the source) and then being surprised it is forced back up to the same z-level further down the line (where you were planning your magma forges, for example.)&lt;br /&gt;
&lt;br /&gt;
== Example layouts ==&lt;br /&gt;
=== Single pump ===&lt;br /&gt;
&lt;br /&gt;
[[Image:jt_screwpump.png|frame|left|A screw pump delivers from the level below to the tile in front. This pump pumps from the right to the left.  The &amp;quot;dark tile&amp;quot; would be on the left - that entire tile is impassible to movement and fluids.]]&amp;lt;br style=&amp;quot;clear: both&amp;quot;/&amp;gt;&lt;br /&gt;
=== Pump stack ===&lt;br /&gt;
[[File:PumpStack2010.png|thumb|right|300px|'''Illustrated Side View of a Pump Stack.''']]&lt;br /&gt;
[[File:PumpStackTopView.png|thumb|right|300px|'''Illustrated Top View of a Pump Stack Layer.''']]&lt;br /&gt;
[[File:Pumpstack.gif|thumb|right|'''Animation showing the general construction using an isometric projection.''']]&lt;br /&gt;
&lt;br /&gt;
A Pump stack is a method used to draw water or magma vertically across multiple z-levels requiring a minimum of parts. The basic functionality is possible because the Output (dark) side of the pump can be built over open space with a machine component located directly below, in this case another Screw Pump. Note that for power to properly transfer the intake (light) side of the pump must line up with the output (dark) side of the pump on the floor above it through a space in the floor, as in the illustration.&lt;br /&gt;
&lt;br /&gt;
A pump stack minimizes the amount of machinery required to lift water or magma by allowing for power to be supplied directly to only the most accessible pump (typically the topmost) which in turn allows the player to operate a stack limited only by how many windmills/water wheels they can fit into the area.  The price of optimal parts density is fragility: each pump relies on the pump below it for support.  If [[forgotten beast|anything]] breaks a pump in your stack, every pump above it will be disassembled.  This means that a single pump accidentally assembled with non-magma-safe parts can cause an entire magma pump stack to spontaneously disassemble.&lt;br /&gt;
&lt;br /&gt;
Typical applications for a pump stack include moving magma from a lower level (often the {{L|magma sea}}) up to a convenient level for forges and furnaces, extracting water from a flooded fort, raising water for a decorative {{l|waterfall}} (and extracting it afterwards), or any other purpose that requires water/magma on a z-level significantly above its current location.  &lt;br /&gt;
&lt;br /&gt;
The Illustrated Top View of a Pump Stack Layer shows a basic section of a pump stack. Only the door (or a floodgate) on the Containment side is strictly necessary in order to prevent flooding. Two doorways are used here, each lining up with the solid ground within the pump assembly, in order to prevent workers from trapping themselves after digging channels or assembling the pump.&lt;br /&gt;
&lt;br /&gt;
Be warned: pump stacks move water '''fast.''' If you are pumping from a large reservoir into an open area, be prepared for a huge outflow, roughly akin to the kind of water dump you'd get if the whole reservoir was balanced above the pump output and then released. If you are using pumps to empty a large underground reservoir (or, say, a flooded fortress) onto open land, use an aqueduct or some other method to make sure the pump system outlet is a good distance away from anything you wouldn't want to get drenched.&lt;br /&gt;
&lt;br /&gt;
As an alternative to a large reservoir, it is also possible to combine a Dwarven Atom-Smasher with the top layer of the Pump Stack to create a &amp;quot;vaccuum cleaner&amp;quot; of sorts.&lt;br /&gt;
&lt;br /&gt;
====Improved Magma Pump Stack====&lt;br /&gt;
&lt;br /&gt;
Because a pump stack pumping magma is known to cause lag, a new type of pump stack was developed that causes a much smaller drop in framerate.  Changing the single tile magma chamber at the output of every pump from a 1 by 1 to a 3 by 3 area reduces the lag to 1/15th of that caused by the original pump stack. The designer theorizes that the larger chamber requires many fewer temperature calculations when magma is pumped in or out; that also implies that there will be no improvement for water pumps.  See http://www.bay12forums.com/smf/index.php?topic=72296.0 on the Bay 12 Forums for more details.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Root Infinity</name></author>
	</entry>
</feed>