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	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=127735</id>
		<title>v0.31 Talk:Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=127735"/>
		<updated>2010-09-17T16:38:53Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* tanuki item corpse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a fun fortress to the only purprose to dig down and make adamantine weapons. I found adamantine, mined it but was faster with finding hell than making armor and weapons. After my dwarves died, I reembarked and found a SLADE on the stairs to hell. But the adamantine was gone. Maybe some slades lies around in hell and you can pick it up? --[[User:Niggy|Niggy]] 09:25, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wikipedia Link==&lt;br /&gt;
The Wikipedia link in the info box leads to a British rock band of the same name. While the mental image of [[hidden fun stuff]] being constructed of rock ''music'' is vastly entertaining, perhaps this should be fixed somehow. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 22:50, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[user:The Grim Sleeper]]: The word Slade is also the name of a villain in the Teen Titans Cartoon, but that is equally irrelevant. The thing is, the word 'slade' has a number of additional connotations attached to it, like toughness and foulness, that make it an appropriate name for the stuff of which its location is made. If it bothers you that much go to Slade's disambiguation on Wikipedia, add this as another entry, and hope it doesn't get deleted in the first 5 seconds.&lt;br /&gt;
&lt;br /&gt;
I'm not saying it bothers me, nor that the name is bad (I actually like it and desire building a large tower out of the stuff). I was just writing an informal and hopefully humorous bug report that the Wikipedia link did not behave as expected (which is to provide additional information about the stone in question). I had considered making an entry in the disambiguation page pointing to Dwarf Fortress, but realized that 1) all other stone links lead to a real stone with more information on that stone, which is information Wikipedia will not have for Slade, making such an entry useless for players, and 2) that anyone not coming directly from here will not care that it is also the name of a fictional stone from a video game. Since the solution is not to be found on Wikipedia's end, and being a new player of this game, I simply called it to the attention of a more involved person. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 06:36, 15 May 2010 (UTC)&lt;br /&gt;
:In case you all haven't noticed, the wikipedia link is '''gone''', so you can quit complaining about it. It was only there because I forgot to deliberately suppress it (as is also done with stuff like raw adamantine and all of the various cave creatures). --[[User:Quietust|Quietust]] 14:56, 15 May 2010 (UTC)&lt;br /&gt;
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== Impossible mandates? ==&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I've seen reports of mandates for Slade items on the forums. Has anyone managed to kill everything in the pits? Perhaps killing all of the demons causes Adamantine to turn into Slade (like in the first versions, where if you killed the demon, Adamantine morphed into something else) --[[User:DrMelon|DrMelon]] 12:33, 25 May 2010 (UTC)&lt;br /&gt;
:Demons in the pits are infinite. The fact that nobles are mandating Slade items is almost certainly a bug, and your only option is to arrange said noble's death. --[[User:Quietust|Quietust]] 12:52, 25 May 2010 (UTC)&lt;br /&gt;
:Here is how you can get around the impossible mandate&lt;br /&gt;
::smelter reaction (see [[Cheat#Reaction_Additions|cheats]])&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[REACTION:MINE_SLADE]&lt;br /&gt;
[NAME:mine slade for stupid noble]&lt;br /&gt;
[BUILDING:SMELTER:NONE]&lt;br /&gt;
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:SLADE][PRODUCT_DIMENSION:150]&lt;br /&gt;
[SKILL:SMELT]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
also add the following to the inorganic_other &amp;quot;SLADE&amp;quot; entry&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:A more appropriate product might be &amp;quot;[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:SLADE]&amp;quot;, which would presumably allow your masons to work with it (assuming you can get it marked as a non-economic stone). --[[User:Quietust|Quietust]] 16:27, 4 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slade Uses ==&lt;br /&gt;
Slade's info box uses the usual template for stone, which is all good and well... except that it also lists the default uses for stone (masonry, stone crafting, construction), none of which are applicable to slade.  I'd like someone with competent wiki-fu to override this, and place &amp;quot;none&amp;quot; in the uses box, if at all possible. [[User:KillerClowns|KillerClowns]] 02:34, 9 July 2010 (UTC)&lt;br /&gt;
:They are applicable to slade, [IS_STONE] allows that. It has nothing native platinum doesn't (other than DEEP_SURFACE, which only makes it unmineable, not unuseable). I don't see why slade can't be used for masonry, stone crafting, and construction. We don't want to remove true information, as useless as it is. Channeling slade is still possible, you know. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:20, 4 August 2010 (UTC)&lt;br /&gt;
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== tanuki item corpse ==&lt;br /&gt;
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I'm making a new creature called a tanuki i'm giving it a Slade-bar item corpse. will that be useable?&lt;br /&gt;
:If it's dropping a BAR rather than raw stone, then it will only be usable for labors which require stone bars (eg. constructions).--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:38, 17 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127679</id>
		<title>v0.31 Talk:Wood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Wood&amp;diff=127679"/>
		<updated>2010-09-16T18:56:20Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Bituminous coal, lignite vs. wood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Exotic Woods==&lt;br /&gt;
Given the relative expansion of underground wood-bearing substances, which possess unusual properties or colors, and the utility of some woods for certain products over others (blood thorn and glumprong for ballista bolts, feather-tree for barrels, buckets, sparring weapons, etc.), would it be worth expanding this article to talk about that in more detail? I've also been playing a bit with trading (i.e. you can trade for feather tree wood but not glumprong); trying to see if Dwarf civilizations will trade blood thorn logs or the like, but haven't had any luck. Guess they don't hit those deep down caverns, eh? -- [[User:Ancient History|Ancient History]] 22:38, 22 July 2010 (UTC)&lt;br /&gt;
:They trade tower-cap, don't they? Well, your wagon is usually tower-cap. I'm preety sure it's cause Glumprong and Blood Thorn are [EVIL] woods, and dwarves don't settle in [EVIL] areas. --[[Special:Contributions/174.113.156.80|174.113.156.80]] 16:31, 29 July 2010 (UTC)&lt;br /&gt;
::Blood thorns aren't evil, they're just found only in the lowest cavern level. Presumably, dwarven civilizations only have access to the 1st cavern layer, which is what prevents them from offering anything other than tower-caps and fungiwood. --[[User:Quietust|Quietust]] 19:59, 29 July 2010 (UTC)&lt;br /&gt;
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== Wood Colors ==&lt;br /&gt;
&lt;br /&gt;
This isn't particularly important but I'm pretty obsessed with making objects of all the different colors.  So when I realized that fungiwood barrels were brown instead of yellow, I looked into how the colors work.  Apparently most items made out of wood preserve the color and the brightness of the wood, but a certain few items preserve the color but always set the brightness to 0.  These are: barrels, doors, cages, bins, floodgates, and hatch covers.  If you build any of those out of fungiwood, they'll be brown.  If you build anything else out of fungiwood, it will be yellow.  Similarly, tower-cap barrels are light gray and not white.&lt;br /&gt;
&lt;br /&gt;
I don't know if this is even worth including, or if it should go in carpentry or what, but I figured I'd mention it somewhere so if anyone else thinks it's important enough to include they can.&lt;br /&gt;
&lt;br /&gt;
Also, bags preserve the brightness of the thread, so it doesn't seem to be related to containers.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 02:43, 31 July 2010 (UTC)&lt;br /&gt;
:Barrels are just a &amp;quot;division&amp;quot; symbol &amp;quot;÷&amp;quot; with a colored background, and background colors can only be &amp;quot;dark&amp;quot;: black, dark red, dark green, dark blue, purple, teal, brown, and ''light'' gray (dark gray is actually &amp;quot;bright black&amp;quot;). --[[User:Quietust|Quietust]] 02:52, 31 July 2010 (UTC)&lt;br /&gt;
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::I use a graphics set so I wasn't aware that there was any background stuff going on.  I guess that answers my question.  I still wish I could get brightly-colored barrels, though.  --[[Special:Contributions/75.183.164.142|75.183.164.142]] 04:09, 31 July 2010 (UTC)&lt;br /&gt;
: mod colors if you really wanted to.&lt;br /&gt;
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== Underground Saplings ==&lt;br /&gt;
&amp;quot;Underground areas will only start to sprout saplings once you have hit the caverns.&amp;quot;&lt;br /&gt;
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I've had my last couple of fortresses start growing saplings from the moment I muddied my farming areas, just before I actually built the plots. Is it a bug or not?  I usually irrigate right out of a brook, if it makes a difference.&lt;br /&gt;
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== Bituminous coal, lignite vs. wood ==&lt;br /&gt;
&amp;quot;Bituminous coal without magma triples the effective output of wood, lignite doubles it.&amp;quot; I havn't played much, but coal and lignite doubles and matches wood output. Am I missing something? [[User:Taerh|Taerh]] 18:15, 6 September 2010 (UTC)&lt;br /&gt;
:One wood log can be burned to produce one unit of charcoal, good for one metalworking job. If you use that unit of charcoal to process bituminous coal, you get 3 units of coke, enough for 3 metalworking jobs (hence tripling the effective output). --[[User:Quietust|Quietust]] 23:06, 6 September 2010 (UTC)&lt;br /&gt;
:according to [[DF2010:Bituminous coal]] you need a coal for the stone coals -- therefore 3-1 =2 (doubling) and lignate matches by the same math. -- which is correct -- this page or that one?&lt;br /&gt;
::You don't need any fuel to make charcoal, you just need a wood log. You DO need a unit of fuel to make coke, but the output is 3 bars of fuel.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:56, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=127660</id>
		<title>v0.31 Talk:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Strange_mood&amp;diff=127660"/>
		<updated>2010-09-16T12:57:30Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Strange problem with moods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I never had any of the moods that required dwarves to be depressed in 40d but I have a high master milker in a fey mood asking for body parts. will commit Dorfcide for science[[User:Cpad|Cpad]]&lt;br /&gt;
:'''''SCIENCE!!!'''''--[[User:Albedo|Albedo]] 01:19, 5 April 2010 (UTC)&lt;br /&gt;
man dwarves are hard to shred.killed a bunch of dwarves but the only parts that came off were teeth(Note use more violence next time) and the milker just sat in the craft shop then went berserk. Interestingly a dwarves &amp;quot;z&amp;quot; screen loses all the personality info when they go insane[[User:Cpad|Cpad]]&lt;br /&gt;
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For what it's worth, I've seen a couple moods, saved to attempt different methods of reacting to them, and have noticed that Fey and Secretive work exactly as they did in 40d, apart from dwarves now requesting more different kinds of things. Perhaps we can update the 2010 page with some of the stuff from the 40d page at this point? --[[User:AzureShadow|AzureShadow]] 02:09, 5 April 2010 (UTC)&lt;br /&gt;
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according to the bone article bones are now counted as body parts so I'm assuming that's what he was after [[User:Cpad|Cpad]] 13:15, 7 April 2010 (UTC)&lt;br /&gt;
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A fey dwarf of mine just grabbed a shell that was laying about. So apparently those count too. (NINJAEDIT: Yes, he was screaming for body parts and not specifically shell)[[Special:Contributions/81.225.92.197|81.225.92.197]] 13:44, 10 April 2010 (UTC)&lt;br /&gt;
::Yes, bone and shell as category are gone, they are now 'body parts'. Asking for them is common in a fey mood and you won't have to kill a dwarf for that. In fact, it wont even help you satisfy his needs. --[[User:Confused|Confused]]&lt;br /&gt;
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I think most of my dwarves were unhappy about one of my starting dwarves dying, but I didn't check at the time. I've now got someone in a mood who has collected 3 large roach remains, and 1 firefly remains. She's brooding darkly, and the message is &amp;quot;Leave me. I need things... certain things&amp;quot;--[[Special:Contributions/78.151.176.4|78.151.176.4]] 15:59, 10 April 2010 (UTC)&lt;br /&gt;
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It might be worth stating that the personal preferences of the moody dwarf seem to influence the material requirements. I had an armorsmith who had a preference for silver and wouldn't accept any of my ready metal bars. Once I smelted enough silver items she promptly got to work. Currently the page only states that the preferences affect the created item, but since the material requirements are what mostly confuse people it might be worth to spell this out explicitly. --[[User:Roblob|Roblob]] 09:08, 24 August 2010 (UTC)&lt;br /&gt;
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&lt;br /&gt;
== Never Claiming a Workshop? ==&lt;br /&gt;
I have a dwarf hanging out in my dining hall in a secretive mood. He has not claimed ANY workshops, nor moved in nearly a month. He's about to go crazy, but I can't seem to even get him to a shop. Note, all workshops have been created (including fully powered magma forges/glass and non-magma equivalents) and every possible workshop is open and fully accessible. I'm not sure what to do :( His highest skill is in plant processing (13). Any suggestions for if this happens again?  &amp;lt;sup&amp;gt;00:59, 29 July 2010 69.134.0.97&amp;lt;/sup&amp;gt;&lt;br /&gt;
:Please list all of his skills and the skill levels in them.  Plant processing was not a &amp;quot;moodable&amp;quot; skill, one that can be selected as the skill that defines a strange mood, in old 40d, and I doubt that's changed.&amp;lt;br/&amp;gt;Check (t, then cursor over workshops) if any building component (marked with a &amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt; of any workshop is {forbidden}.&amp;lt;br/&amp;gt;And, if you have any burrows defined, be sure the moody dwarf is not a member of any of them.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:37, 29 July 2010 (UTC)&lt;br /&gt;
::His only other available skill was stonecrafting at level 1. Otherwise he totally lacked any industrial skills. I triple checked the three craftsdwarf stations I had, none of them were blocked, forbidden or otherwise inaccessible. No burrows had been generated. I scrapped the game or I could have posted the files. I'll see if it happens again, I'd never had the issue before. It is more than likely that I was at fault somehow, but I just couldn't find why. [[User:Nubcake|Nubcake]] 07:16, 29 July 2010&lt;br /&gt;
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I just had this same issue. DF2010. Guy got fey mood and also happens to be expedition leader. Dabbling grower. Skilled appraiser. Novice Organizer. Talented Record Keeper. He's set as expedition leader, manager, bookkeeper, and broker. Did what 0x517A5D said above, no dice. Hope this helps --[[User:W-dueck|w-dueck]] 04:24, 13 August 2010 (UTC)&lt;br /&gt;
:Did you have a craftsdwarfs workshop, which is what dwarfs with no moodable skills take?--[[User:Kwieland|Kwieland]] 06:01, 13 August 2010 (UTC)&lt;br /&gt;
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I have this issue as well. high master armormsith, novice metal crafter, and adept pump operator. Obviously, he could take a metalsmith's forge, but he refuses to take either the conventional, or the magma versions. Just stands around at my well. [[User:Psychobones|Psychobones]] 00:05, 29 August 2010 (UTC)&lt;br /&gt;
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== Body Parts? ==&lt;br /&gt;
I had a fey dorf scream for 'body parts' while four perfectly good raccoon bones stood nearby in a refuse stockpile. As the poor child was on the cusp of insanity, I slaughtered a mule and two puppies in desperation. Surprisingly, as soon as the puppy bones were made available, Urist McBonescreamer took them over to the Craftdwarf's Workshop without so much as a &amp;quot;how do you do&amp;quot;. Why is there this distinction between different kinds of bone? [[Special:Contributions/81.86.135.171|81.86.135.171]] 22:34, 5 July 2010 (UTC)&lt;br /&gt;
quick edit: Mother of God, I've never seen anything like this. The child was only content with - I kid you not - '''''21''''' puppy bones in the end. Why so much goddamn bone? Seriously? 22:39, 5 July 2010 (UTC)&lt;br /&gt;
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== Stopping at Nothing ==&lt;br /&gt;
It seems no matter what a dwarf will try to fulfill his mood. Even if his leg (and ribs) are broken he'll jump out of bed and find a workshop.--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:19, 15 June 2010 (UTC)&lt;br /&gt;
:Should've checked 40d first as it's confirmed that they do this in that version. I would like to know if the moody dwarves suffer the same effects of non moody dwarves with injuries while trying to find workshops (fainting, vomiting etc.).--[[Special:Contributions/99.67.238.66|99.67.238.66]] 00:24, 15 June 2010 (UTC)&lt;br /&gt;
== I think we need to do complete rearrange on mood materials ==&lt;br /&gt;
&lt;br /&gt;
I got fey mood and dorf kept screaming for &amp;quot;rock bars&amp;quot; and logs. He picked up logs, but not rock blocks. This is either bug, or new stuff I haven't figured out yet.&lt;br /&gt;
--[[Special:Contributions/94.237.66.205|94.237.66.205]] 08:16, 7 April 2010 (UTC)&lt;br /&gt;
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Rock bars means metal bars, I think. That what satisfied my fey dorf.&lt;br /&gt;
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:I can confirm this. I had no metal bars and ordered one to be smelted (it was iron bar), mood'd dwarf rushed to pick it up and finished construction. Most likely this is just a typo (rock -&amp;gt; metal) and nothing complicated like import bars etc. (as in comments below) [[User:Fuco|Fuco]] 02:05, 9 August 2010 (UTC)&lt;br /&gt;
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:Are you sure it's not charcoal (edit: I meant coke) that they want? They could easily be considered 'rock' bars. I'm going to see now, I haven't got either now that he's collected my steel bars, so can check what he wants.--[[Special:Contributions/92.29.248.178|92.29.248.178]] 15:12, 11 April 2010 (UTC)&lt;br /&gt;
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:My fey dwarf was not satisfied by my massive stockpile of metal bars, or the large amounts of (ore and not-ore) uncut stone, or the stone blocks I demanded produced en masse.  I think rock bars are actually what he is looking for, and as they cannot be produced, I was forced to lose a metalsmith in a craftsdwarf's to a berserk rage, followed by two wrestlers and a pack of dogs. Tell him that it's a typo. --[[User:Aescula|Aescula]] 03:15, 20 April 2010 (UTC)&lt;br /&gt;
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:For me, ordinary metal bars were ignored until I made an adamantine wafer, but ymmv. --[[User:zergl|zergl]]&lt;br /&gt;
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:On mine it's just taken an iron bar before the lazy bugger began working on his mysterious construction. --[[User:Mrchinchin25|Mrchinchin25]] 21:23, 23 May 2010 (UTC)&lt;br /&gt;
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:: I just had a guy ask for &amp;quot;rock bars&amp;quot; and he took two steel bars from my stocks. Possible thing -- they were imported. Maybe only imported metal bars? --[[User:Waladil|Waladil]] 02:42, 11 June 2010 (UTC)&lt;br /&gt;
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:::I can confirm, Asked for wood, rock blocks, rock bars; took fungiwood, dolomite blocks, and imported steel bars. Haven't had a second mood to try non-imports. --andrei901 21:04, 4 August 2010&lt;br /&gt;
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:: I had a guy ask for &amp;quot;rock bars&amp;quot; and he wouldn't do anything until I realized my blocks were in my trade depot. He then took my gold bars. [&lt;br /&gt;
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::In 0.31.06, my metalsmith interprets &amp;quot;rock bars&amp;quot; as rock block, which is rather confusing, because he also asked for &amp;quot;rock blocks&amp;quot;. Item asked: Rocks, Rock bars, Rock blocks, Cut gems, Silk cloths, Metal bars. Items taken: Copper bars, Olivine blocks, Red beryls, Dacite, Giant cave spider silk cloth, Tanzanites, Dacite blocks, Wood opals. --[[User:Arkatufus|Arkatufus]] 13:44, 16 June 2010 (UTC)&lt;br /&gt;
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::In my case &amp;quot;rock bars&amp;quot; meant iron bar as well, so it suggests metal bars. [[User:Boldwyn|Boldwyn]] 22:08, 12 July 2010 (UTC)&lt;br /&gt;
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::I just had a fey dwarf asking for &amp;quot;rock bars&amp;quot;. He wouldn't accept: rocks, rock blocks, grates, charcoal, iron bars (non-imported), electrum bars (non-imported), copper bars (bought at embark, marked ingame as imported), pig iron bars. Unfortunately he was &amp;quot;stricken by melancholy&amp;quot; just before I smelted some steel bars. v0.31.12 --[[Special:Contributions/91.193.86.67|91.193.86.67]] 10:36, 9 August 2010 (UTC)&lt;br /&gt;
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Shame. Armoursmith only wanted one bar. If anyone else gets a chance, I'd love to see a charcoal / coke armoured wrestler take on a magma man ;P  &amp;lt;sup&amp;gt;92.29.248.178, 18:39, 11 April 2010&amp;lt;/sup&amp;gt;&lt;br /&gt;
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I had a strange mood (possessed) with 17 dwarves, so the 'at least 20 dwarves' condition should be removed. Also, the dwarf was struck with the mood right after he migrated to my fort. Right after, as in he was still 2 tiles away from the edge of the map.  &amp;lt;sup&amp;gt;78.23.137.83, 15:32, 20 April 2010 &amp;lt;/sup&amp;gt;&lt;br /&gt;
:I can confirm, 20 dwarfs are not needed for a mood.-[[User:Mhyder|mhyder]]&lt;br /&gt;
:So it does appear that mood trigger conditions have changed.  I'll try to do some disassembly and report what I find.  &amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:56, 20 April 2010 (UTC)&lt;br /&gt;
::(If anyone can find Truth, it's 0x5. He is personally responsible for 75%+ of the 40d info. You da man!)--[[User:Albedo|Albedo]] 21:05, 20 April 2010 (UTC)&lt;br /&gt;
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Every time I have one ask for rock bars, coke, charcoal, ash, or any kind of metal bar works. (Though, one time, the dwarf used soap.)(No, I don't know, either.) So, evidently, rocjk bars just means bars of any material.&lt;br /&gt;
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== Saving &amp;amp; reloading not changing mood type ==&lt;br /&gt;
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Thanks to a crash, I had to reload my fortress, saved about a month before a strange mood. It occurred at roughly the same time, with the same dwarf, with the same type of mood. The item was different however.-[[User:Studoku|Studoku]] 14:06, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe that's expected behavior. The mood type, if I recall, is based on happiness of the dwarf, and thus should be consistent over loads. The type of craft is determined by their highest skill, unless they have no quality-based skill, in which case it's a toss up between useless woodcrafting, near-useless stonecrafting, and sweet sweet bonecarving. --[[User:Zombiejustice|Zombiejustice]] 14:20, 22 April 2010 (UTC)&lt;br /&gt;
::Mood types are ''generally'' not based on happiness and also not that hardwired to the state of the fort, meaning they are likely to change on reload. There are higher probabilities for some skills to get a mood and that makes it likely the same dwarf is chosen, esp. if the fort is small. There is a chance counter running down, usually resulting in a mood in the same time window on reload. What in fact has changed is that the item produced is determined on completion now, not on start out, allowing for even more &amp;lt;s&amp;gt;exploit&amp;lt;/s&amp;gt; tweaking. --[[Special:Contributions/92.202.66.218|92.202.66.218]] 16:03, 28 April 2010 (UTC)&lt;br /&gt;
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== Body Parts ==&lt;br /&gt;
&lt;br /&gt;
Just got a fey mood dwarf asking for them. -[[User:Studoku|Studoku]] 00:22, 26 April 2010 (UTC)&lt;br /&gt;
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:He means bones or turtle shells. Get him some. --[[User:Zombiejustice|Zombiejustice]] 02:01, 26 April 2010 (UTC)&lt;br /&gt;
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:I think the word here is &amp;quot;or&amp;quot;, I have a dwarf shouting for body parts while bones pile high around him, so I'm guessing it really is Bones '''or''' shell, not either. -The Anon&lt;br /&gt;
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== Possible Bug ==&lt;br /&gt;
&lt;br /&gt;
I'm having an issue where occasionally a dwarf won't collect items I'm 100% sure I have available, i.e. he'll get leather and then ask for more even when more is clearly there, he'll ask for bones/wood when there's a stockpile right next to him, etc. I've tried just about everything including manually dumping the needed supplies on the Craftdwarf's workshop. Nothing seems to work and since it's happened to me many times, I'm thinking bug.--[[Special:Contributions/69.149.72.106|69.149.72.106]] 05:45, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves in moods will continue to ask for the same list they started out asking for, regardless of which items they've already collected. They also collect them in order. So if he asks for:&lt;br /&gt;
&lt;br /&gt;
*leather&lt;br /&gt;
*body parts&lt;br /&gt;
*plant cloth&lt;br /&gt;
*rough gems&lt;br /&gt;
*leather&lt;br /&gt;
&lt;br /&gt;
:and he already has leather, bones, and plant cloth, he'll keep repeating the same list until rough gems are available, then go get them, then get more leather, then begin a mysterious construction.--[[User:Zombiejustice|Zombiejustice]] 12:19, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I may be seeing the same issue as above. I have a dwarf in a possessed mood locked in a workshop looking for:&lt;br /&gt;
::*rough...colour&lt;br /&gt;
::*stone...rock (has bauxite)&lt;br /&gt;
::*gems...shining (has indigo tourmalines)&lt;br /&gt;
::*tree...life (has palm logs)&lt;br /&gt;
::*bones...yes (has mule bones. I liked that mule)&lt;br /&gt;
&lt;br /&gt;
::I'm unsure of the order they originally came up in, but of course I have uncut gems lying all over the place (including a store pile of cut and uncut gems about ten tiles away.)&lt;br /&gt;
&lt;br /&gt;
::I'm also very new to DF, so I could be missing something. I'm going to save a copy of it as it is currently. [[User:Eddy the lip|Eddy the lip]] 19:25, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::He may want rough glass, instead of normal gems. Dwarves can be picky. --[[User:Zombiejustice|Zombiejustice]] 19:27, 30 April 2010 (UTC)&lt;br /&gt;
::::If he wanted raw glass, he should've been mumbling &amp;quot;raw... [green/clear/crystal]&amp;quot;. It was only in the old 2D version where &amp;quot;rough gems&amp;quot; (and its secretive/possessed equivalents) could occasionally mean &amp;quot;raw glass&amp;quot;. --[[User:Quietust|Quietust]] 19:54, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Yeah, rough glass didn't do it. I suppose there's the possibility that he requires a specific kind of rough gem. He has a preference for moss opals (I only have jelly opals.) If I can find some, and that works, I'll post back. Otherwise, I'll have to get work on the catacombs! [[User:Eddy the lip|Eddy the lip]] 20:18, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Burrows also affect moody dwarves. If you have only a rock stockpile designated for the poor guy, he's trying to find bones and gems from within that burrow (stockpile).&lt;br /&gt;
&lt;br /&gt;
== Magma Workshops ==&lt;br /&gt;
So, I just a had a Glassmaker be possessed and be unwilling (unable?) to claim a Magma glass furnace.  When I built a regular furnace, he claimed it just fine and went on about his business.  Not sure if this applies to all other magma disciplines, but if you're having this problem, try building a regular one (then deconstruct it afterwards, I guess). [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
: A magma forge worked for me. Just make sure it doesn't get unpowered after it has been claimed because the dwarf immediately ran amok when this happened. [[Special:Contributions/84.46.87.224|84.46.87.224]] 11:45, 9 May 2010 (UTC)&lt;br /&gt;
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== Obsidian Farming SCIENCE ==&lt;br /&gt;
Someone needs to figure out definitely whether obsidian farming allows more moods.&lt;br /&gt;
&lt;br /&gt;
== 'Nother Possible Bug ==&lt;br /&gt;
Today I was tending the fortress when my bookkeeper went into a secretive mood while on break in the dining hall. He did not claim a workshop, he did not sketch anything. He just sat there, slowly losing his mind until he finally went insane. I'm not sure what I did wrong. Right now the game is paused with the still-insane dwarf just sitting amongst all the others. I'm afraid to unpause it because I really don't want to see what's going to happen to the little bastard. [[User:PurelyAtomic|PurelyAtomic]]&lt;br /&gt;
&lt;br /&gt;
::Maybe you didn't have the workshop he needed? The symptoms seem to match. --[[User:Speed112|Speed112]] 01:01, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Later that year a different dwarf, a Stonecrafter, was possessed. He holed himself up in his workshop and made a Claystone scepter called the Stin Shadmal. It's worth a ridiculous amount. [[User:PurelyAtomic|PurelyAtomic]] 00:57, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Yet another possible bug ==&lt;br /&gt;
&lt;br /&gt;
My leatherworker was possessed, claimed a leather works, then wanted leather and cut gems. I tan a hide, cut about 7 or 8 gems, then about 20 minutes later, I see &amp;quot;Degel Zefonusan has begun a mysterious construction!&amp;quot;. I go over, look at the items in the workshop, and find out he took 3 units of donkey leather. I think there should be some way of finding out how many of a certain thing he needs. This caused a lot of confusion for me.--[[User:Joejr50|Joejr50]] 20:18, 23 May 2010 (UTC)&lt;br /&gt;
: You can estimate the number of items by duration of each scream/sketch/muttering. If some particular material request shows longer than other, it means crafter needs several items of that type. But I never got requests of more than 3 items of one type. --[[User:Peregarrett|Peregarrett]] 12:12, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== And another bug... ==&lt;br /&gt;
&lt;br /&gt;
I've now had two dwarfs produce bone items from strange moods. In both cases, bone was requested (dwarfs had no skill) as well as various other goods - gems, cloth, leather, and rock - but the final artifact was a bone artifact with zero decoration. One dwarf was possessed, the other was a mysterious mood. &lt;br /&gt;
&lt;br /&gt;
Anyone experience similar?--[[User:Nimblewright|Nimblewright]] 17:42, 15 August 2010 (UTC)&lt;br /&gt;
:Yes - in fact, it was reported 3 weeks ago on the bug tracker: {{bug|2806}} --[[User:Quietust|Quietust]] 18:32, 15 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Fell mood murder ==&lt;br /&gt;
&lt;br /&gt;
I think it requires some clarification. Does the moody dwarf attack their victim, drag them to workshop and insta-kill them or insta-kill them on the place and then drag the corpse? --[[User:Someone-else|Someone-else]] 20:22, 23 May 2010 (UTC)&lt;br /&gt;
:In 40d, the moody dwarf would insta-kill his victim wherever he/she was standing (without the victim even being able to defend itself, much like slaughtering), then drag the corpse to the workshop. --[[User:Quietust|Quietust]] 20:45, 23 May 2010 (UTC)&lt;br /&gt;
:I also had a fell mood murder in DF2010. It seems like it uses the same game mechanics as slaughtering (instant-kill without combat mechanics). --18:46, 5 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just had a Fell mood in 31.12. The Dwarf who undertook the mood first claimed a Tanner's shop then stalked the (corpse-strewn, gradually flooding) halls of my fortress for quite a while. Eventually, he grabbed an alread-dead Dwarf's corpse and hauled it back to the Tannery. And now... I have a lovely Dwarf Bone Cage which sadly will be lost soon when my fortress finishes self-destructing in an orgy of tantrums and doomsday-level flooding. [[Special:Contributions/71.232.137.20|71.232.137.20]] 04:59, 30 July 2010 (UTC)&lt;br /&gt;
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:::Interesting, very interesting.  I thought fell moods always involved a murder.  Is there any chance that the dead dwarf was alive when the mood started?&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 12:16, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I can not rule it out; at the time, Dwarves were dropping from starvation (as the food stockpile was cut off from the upper levels by flooded intermediate levels), so the &amp;quot;material&amp;quot; might have expired after the mood started. Its noteworthy that the Dwarf with the mood spent a lot of time first sitting on the workshop (as if he was missing a material), then wandering seemingly randomly through the fort. [[Special:Contributions/71.232.137.20|71.232.137.20]] 17:26, 31 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In 31.11 my Fell mood dwarf claimed a magma forge, he proceeded to mull around the area and at a whim proceeded to murder my dwarf operating a magma furnace. He dragged the corpse to my magma forge and produced a dwarf bone short sword. So as far as I can tell, he kills them on site, not at the place they intend to process the dwarf. --[[User:Knossos|Knossos]] 08:10, 10 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Skills affected by artifact creation ==&lt;br /&gt;
&lt;br /&gt;
My miner got a fey mood, claimed mason workshop and created hematite table, decorated with giant toad bone and tube agate. Before getting mood he had miner, carpenter and bowyer labor skills, and now he is a legendary MINER! Making stone furniture now counts as digging experience?! --[[User:Peregarrett|Peregarrett]] 12:46, 24 May 2010 (UTC)&lt;br /&gt;
:Oops. my fault. I always thought miner is not-moodable skill, but it was moodable even at 40d --[[User:Peregarrett|Peregarrett]] 13:48, 24 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood Causes ==&lt;br /&gt;
&lt;br /&gt;
Do we know for sure what causes Possessed moods? A few seconds after crushing twenty or so dwarves and various livestock beneath a drawbridge (great fun, lemme tell ya) a dwarf woke from his sleep due to a Possessed mood, and made an Aventurine scepter. Also, ''&amp;quot;On the item is an image of Zefon Stopchamber the dwarf in aventurine. Zefon Stopchamber is cringing. The artwork relates to the crushing of the dwarf Zefon Stopchamber under a drawbridge in Helmsball in the midautumn of 202.&amp;quot;'' So, maybe Possessed moods are caused by recent deaths, or deceased friends? Just guessing here, maybe it was just coincidence, but interesting all the same. [[Special:Contributions/174.31.104.180|174.31.104.180]] 00:02, 8 June 2010 (UTC)&lt;br /&gt;
:Coincidence - as far as anybody knows, they're entirely random. The only moods that result from recent deaths or deceased friends are Fell/Macabre moods, and only because they happen when an unhappy dwarf enters a strange mood. --[[User:Quietust|Quietust]] 00:18, 8 June 2010 (UTC)&lt;br /&gt;
:You might be on to something: I recall Toady mentioning ghosts a while ago. My newest fort also succumbed to thirst (2 miners survived) and I got 2 possessions for next two moods after migration (but due to rock bars problem it kinda didn't work out for them as I had sold my anvil for). [[Special:Contributions/90.191.16.52|90.191.16.52]] 10:39, 1 July 2010 (UTC)&lt;br /&gt;
:: I'm aware of the next comment (about disassembly) and do believe it - yet I got another possession in the same damn castle; 3 out of 4. Is it possible that code is compiled yet never used? Still, chance works like this too. [[Special:Contributions/90.191.16.52|90.191.16.52]] 11:43, 19 July 2010 (UTC)&lt;br /&gt;
:::Nope.  A short glance at DF .08 with a [http://www.hex-rays.com/idapro/ disassembler that tracks code flow] shows only one path that reaches the message &amp;quot; has been possessed!&amp;quot; and it comes directly from the 0..2 random number test mentioned below.  It's random, you've had slightly bad luck, but your experience is well within statistically expected results.  You've essentially rolled a die four times, and gotten a 1 or 2 on three of the rolls.  You might want to read about the [http://en.wikipedia.org/wiki/Gambler%27s_fallacy Gambler's fallacy] a.k.a. the so-called [http://en.wikipedia.org/wiki/Law_of_averages law of averages] and the fallacy of [http://en.wikipedia.org/wiki/Hasty_generalization hasty generalization].&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 03:41, 21 July 2010 (UTC)&lt;br /&gt;
:It's all a coincidence.  I just disassembled the bit of the 0.31.08 strange mood that chooses mood type.  It hasn't changed since the .40d days, except for excessive optimization by the compiler.&lt;br /&gt;
:*First, a random number between 0 and 49 is generated.&lt;br /&gt;
:*If that number is ''higher'' than the dwarf's current happiness scalar,&lt;br /&gt;
:**then a random number between 0 and 1 is generated.&lt;br /&gt;
:**0 results in a fell mood.&lt;br /&gt;
:**1 results in a macabre mood.&lt;br /&gt;
:*Otherwise, &lt;br /&gt;
:**a random number between 0 and 2 is generated.&lt;br /&gt;
:**0 results in a fey mood.&lt;br /&gt;
:**1 results in a secretive mood.&lt;br /&gt;
:**2 results in a possessed mood.&lt;br /&gt;
:Purely random.  Disassembly available on request.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:19, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Shells == &lt;br /&gt;
&lt;br /&gt;
Mussel shells count as shells along with turtle shells and cave lobster shells. Should change the page to include them .&lt;br /&gt;
: Cave lobsters don't produce shells anymore. Only turtle, oyster and mussel do - see [[DF2010:Shell|shell]] page.[[User:Peregarrett|Peregarrett]] 06:50, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Materials in hospitals ==&lt;br /&gt;
&lt;br /&gt;
What I have found is that materials a dwarf need that that only exist in containers in hospitals will not be claimed until the container is removed and the material is liberated. Need a second check on this then it might be worth putting on this page. &amp;lt;sup&amp;gt;05:34, 17 June 2010 Bungler&amp;lt;/sup&amp;gt;&lt;br /&gt;
:That kind of makes sense, similar to how trader's goods can't be used.  Did you try setting the level of material required by the hospital to 0?&amp;lt;br/&amp;gt;Incidentally, four tildes &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt; signs your talk page posts.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 10:21, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Metal working dwarves and magma workshops... ==&lt;br /&gt;
&lt;br /&gt;
I doubt that this is a bug, but i think it needs further confirmation, i had a possessed metalsmith, who claimed a magma forge the moment the channel under it filled to workable status, but due to the fact that it wasn't completely full and lava was moving, the workshop momentarily lost &amp;quot;power&amp;quot;. The dwarf immediately canceled the mood and went berserk. Now, i doubt that ''every'' moody metalsmith would do that, but more just do the general insanity thing and go any of the possible moods. Can anyone confirm this with their dorfs? v31.08 here, just for reference - [[User:Vrga|Vrga]] 06:51, 3 July 2010 (UTC)&lt;br /&gt;
*It's always been this way, even in 40d. --[[User:Quietust|Quietust]] 14:46, 3 July 2010 (UTC)&lt;br /&gt;
**didn't know that, as its not stated ''anywhere'' at all... - [[User:Vrga|Vrga]] 11:38, 4 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Possessed Mood and Experience ==&lt;br /&gt;
&lt;br /&gt;
So far under v31 I've had a handful of dorfs get possessed and build themselves an artifact.  The wiki still says that Possessed dwarfs don't gain xp, but mine have all ended up Legendary in whatever skill they used at completion.&lt;br /&gt;
:Coincidence.  Remember that the moodable skill with the highest experience level is the one chosen; it just happened that your possessed dwarves were already legendary.  I just checked my disassembly of 0.31.06.  All successful moods ''except possession'' gain 20,000 experience points; possessions go not gain anything.  This is the same as its always been.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 02:37, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mining exp? ==&lt;br /&gt;
&lt;br /&gt;
A couple times my dwarves made artifacts (not possessed) at a mason's workshop, to become legendary miners. They do not appear to have gained skill in masonry or anything else like that. --[[User:Peglegpenguin|Peglegpenguin]] 20:11, 12 August 2010 (UTC)&lt;br /&gt;
Yes mining is a moodable skill.It does not have a workshop so you must think of it like they made it with their picks. If I'm correct they will take either a masonry or crafsworkshop and make their artifact there.&lt;br /&gt;
&lt;br /&gt;
== Population of 20+==&lt;br /&gt;
&lt;br /&gt;
According to Tarn in Dwarf Talk 7, in order for a fey mood to occur you must have a population of 20 or more for the mood to occur. So I really think we should have this in the article. [[User:Sadron|Sadron]] 19:00, 14 August 2010 (UTC)&lt;br /&gt;
:That was specifically removed from the article because two people, Anonymous-78.23.137.83 and [[User:mhyder|mhyder]], have reported moods with less than 20 dwarves.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 22:27, 14 August 2010 (UTC)&lt;br /&gt;
::I see, however were they able to provide evidence for it? [[User:Sadron|Sadron]] 01:51, 15 August 2010 (UTC)&lt;br /&gt;
:::The claims are on this page, about halfway down.  No evidence was presented, nor requested.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 18:29, 15 August 2010 (UTC)&lt;br /&gt;
I have had one with 11 dwarfs.&lt;br /&gt;
(I had had twenty, nine were slaughtered by goblins, (And zombies) and before more came, one went into a fey mood.)&lt;br /&gt;
&lt;br /&gt;
== Other requests ==&lt;br /&gt;
&lt;br /&gt;
Right now i'm having a dorf (metal crafter) who is in a fey mood and asks for &amp;quot;&amp;lt;b&amp;gt;adamantine wafers&amp;lt;/b&amp;gt;&amp;quot;, exactly. Of course, he got it, just stopped on &amp;quot;body parts&amp;quot;, which i have 200 at hand, no burrows. He's just a little bitch.&lt;br /&gt;
Oh, sorry, DF 31.10, [[Special:Contributions/78.140.48.35|78.140.48.35]] 08:12, 18 August 2010 (UTC)&lt;br /&gt;
:It happens fairly often (and even back in 40d) that a moody metalsmith will insist on a very specific metal. In most cases, that metal would be the dwarf's favorite metal, but I always observed that once I had struck raw adamantine, all moody metalsmiths would insist on using adamantine wafers. --[[User:Quietust|Quietust]] 12:53, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange problem with moods ==&lt;br /&gt;
&lt;br /&gt;
I was wondering if anyone else had this problem. I've already had 2 dwarves go insane because they couldn't get materials for an artifact. Everything they ask for is in my fort, and there are no burrow restrictions or anything forbidden. It seems to only happen when they take over a clothier's workshop (which has no restrictions on it, BTW) and ask for cloth - even though there is a huge stockpile of cloth right next to the workshop. I have a third dwarf currently doing the same thing and I actually want to save his life for once. [[Special:Contributions/98.228.196.111|98.228.196.111]] 21:39, 7 September 2010 (UTC)&lt;br /&gt;
: Do you have both silk and plant cloth? Both are requested as &amp;quot;stacked cloth&amp;quot; but aren't equivalent for secretive moody dwarf. Same for posessed one.[[User:Peregarrett|Peregarrett]] 06:55, 8 September 2010 (UTC)&lt;br /&gt;
: Also, it's possible that he wants a piece of cloth which is stored in a hospital. He can't take it out of there and so he'll go insane waiting to get it. My solution was to de-zone the hospital and unbuild all the chests inside it, allowing him to grab the cloth that he wants.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:57, 16 September 2010 (UTC)&lt;br /&gt;
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== Woodcrafter mood? ==&lt;br /&gt;
&lt;br /&gt;
I had a woodcrafter get a secretive mood.  He claimed a mechanics shop.  Clearly he should have claimed a craftsdwarf shop.  I checked his stats and sure enough, both woodcrafting and mechanics were proficient, among other mood skills.  I don't use any other DF tools, so I couldn't see the exact experience levels.  My hypothesis is one of two things.  First, perhaps the skill had rusted, but that the change doesn't get reflected in their professions?  Second, perhaps both were exactly the same skill level.  Moods pick a random one, or pick one different from the one the title uses?  Anyone seen something like this?--[[User:Kwieland|Kwieland]] 12:10, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=127659</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=127659"/>
		<updated>2010-09-16T12:55:30Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Download Mirrors Working or Broken */ new section&lt;/p&gt;
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&lt;div&gt;{{Archive|&lt;br /&gt;
# [[Talk:Main Page/archive1|Archive 1]]&lt;br /&gt;
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== Two DF2010 main pages ==&lt;br /&gt;
Why are there two DF2010 main pages? When I check the wiki, I see the one with the missing hydra heads image, and the http://df.magmawiki.com/index.php/Main_Page address, but when I check the 40d version and go back to DF2010 main page, I get Belal's tileset image and the http://df.magmawiki.com/index.php/DF2010:Main_Page address. Then, when I check the discussion page and return to the main page, it's http://df.magmawiki.com/index.php/Main_Page again. Is redirecting messed up or what? --[[Special:Contributions/109.93.118.60|109.93.118.60]] 09:37, 4 June 2010 (UTC)&lt;br /&gt;
:There is only one main page for DF2010 - the image shown on it is '''randomly selected'''. The page [[DF2010:Main Page]] is just a redirect to [[Main Page]]. --[[User:Quietust|Quietust]] 12:36, 4 June 2010 (UTC)&lt;br /&gt;
Except that one shows &amp;quot;'''28.3 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot; and the other shows: &amp;quot;'''29.8 out of 100 quality rating for DF2010 namespace (approximate)'''&amp;quot;. Not to mention that the page that contains &amp;quot;''(Redirected from DF2010:Main Page)''&amp;quot; in the top left corner is ''http://df.magmawiki.com/index.php/DF2010:Main_Page'' It redirects to itself. Also, I get one image on the DF2010:Main_Page, and a different one one at Main_Page. When I check DF2010:Main_Page, it's the first picture again. I made sure that it isn't the same page already. Repeat the steps I mentioned in my first comment and see for yourself. It's not a redirect, those are two different pages. --[[Special:Contributions/109.93.118.60|109.93.118.60]] 17:05, 4 June 2010 (UTC)&lt;br /&gt;
::[http://df.magmawiki.com/index.php?title=DF2010:Main_Page&amp;amp;redirect=no DF2010:Main Page - Redirect page - Main Page]. It is a redirect. When you load a redirect page, it does not actually forward you to the destination page but simply displays it immediately, so the redirect's URL is still in the address bar. Either your web browser or the server itself is caching different versions of the page depending on whether or not you viewed it through the redirect.  --[[User:Quietust|Quietust]] 17:31, 4 June 2010 (UTC)&lt;br /&gt;
Well, it stopped happening after the new-version change of the main page, whatever the cause was. Thanks anyway. --[[Special:Contributions/79.101.254.106|79.101.254.106]] 19:30, 4 June 2010 (UTC)&lt;br /&gt;
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== HFS creatures ==&lt;br /&gt;
We don't seem to have any pages for them, shouldn't they have pages like normal creatures? --[[Special:Contributions/78.151.176.4|78.151.176.4]] 13:09, 11 April 2010 (UTC)&lt;br /&gt;
:Aren't they randomly generated during worldgen?--[[User:SanDiego|SanDiego]] 13:29, 11 April 2010 (UTC)&lt;br /&gt;
Oh right, didn't realise that. Thought that they were just lacking raws. --[[Special:Contributions/92.29.248.178|92.29.248.178]] 14:42, 11 April 2010 (UTC)&lt;br /&gt;
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Well, you're both right :P. They're randomly generated, and they lack raws! --[[User:612DwarfAvenue|612DwarfAvenue]] 06:20, 18 April 2010 (UTC)&lt;br /&gt;
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== Random page function ==&lt;br /&gt;
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I'm not familiar with how the Special:Random function works, but would it be possible to restrict it to random pages from particular namespaces? Getting 23a, 40d and DF2010 pages returned isn't very helpful. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:27, 8 April 2010 (UTC)&lt;br /&gt;
:That would require (iirc) some fairly heavy editing to the mediawiki code. We're trying to avoid modding the code because that creates problems with updating the mediawiki software to new versions. [[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;]] 18:51, 8 April 2010 (UTC)&lt;br /&gt;
::Just a little correction, you an get to just DF2010 pages by appending &amp;quot;/DF2010&amp;quot; to the end of special random.&lt;br /&gt;
:: For example. [[Special:Random/DF2010]], [[Special:Random/Utility]], ect.&lt;br /&gt;
:: Perhaps this link might be useful as a more available link? [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:19, 15 April 2010 (UTC)&lt;br /&gt;
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== DF2010 Title needs changing ==&lt;br /&gt;
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The new version is now df_31_01 and each article beginning with &amp;quot;DF2010&amp;quot; seems tacky. Any others agree it should be changed to df31 or something around like that? [[User:Richards|Richards]] 19:59, 1 April 2010 (UTC)&lt;br /&gt;
:The problem is that we version the wiki for each game-save compatibility change.  Simply changing it to 31.01 would fix it now, but when 31.02 - 39.07 come out, and then finally 40.01 comes out that breaks save compatibility, we have much more work to do. Until we know the final version number in the series, it's not easy for us to just say &amp;quot;oh, this is it.&amp;quot; --[[User:Briess|Briess]] 20:02, 1 April 2010 (UTC)&lt;br /&gt;
::And wtf is the precedent? In all the versions of the wiki I've seen, versions are always specified as the actual number. How is it more clear to use DF2010 instead of v0.31.01? --Peewee 09:57, 2 April 2010 (UTC)&lt;br /&gt;
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:If you aren't planning to make more special version namespaces for a while, let's use the main namespace. Also, you guys really need to talk things out more before implementing giant sweeping changes. The more I see you describe your respective visions for the wiki, the more different they seem from each other. [[User:VengefulDonut|VengefulDonut]] 11:29, 2 April 2010 (UTC)&lt;br /&gt;
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::Well. A solution would be to make every article title for the current version just say the article name, ex/ instead of &amp;quot;DF2010:Armor&amp;quot;, make it &amp;quot;Armor&amp;quot;, like last time. If a new version is released that is different, then archive it as whatever version it last applied to, like &amp;quot;40d:Armor, or 31.01:Armor&amp;quot;. Is there any problem with this idea? [[User:Richards|Richards]] 14:28, 2 April 2010 (UTC)&lt;br /&gt;
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Yes, there is.  (Namely, the amount of labor you're talking about if pages are not set-up for that.)&lt;br /&gt;
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Here's &amp;quot;The Plan&amp;quot;, which was set up a couple months ago (and which has been discussed elsewhere, but we'll do it one more time)...&lt;br /&gt;
:* Old versions are clearly labeled and consistently linked internally. All 40d links bounce around only to 40d articles, so if a player is researching that version, it's all one package.  ''(Same w/ 23a, the &amp;quot;2-D&amp;quot; version previous to that, but an ongoing and lower-priority project.)''&lt;br /&gt;
:* &amp;quot;New&amp;quot; versions are, likewise, consistent within themselves.  Versionless search terms (like &amp;quot;[[stone]]&amp;quot; automatically default to &amp;quot;current version&amp;quot;.&lt;br /&gt;
:* Future versions get their own version names, &amp;quot;current&amp;quot; becomes one-older, and the pattern continues.&lt;br /&gt;
The current PROBLEM is three-fold - the first is the changeover itself, when first time Editors start firing away at articles without the correct names or understanding The Plan.  That is understandable, but compounded by the fact that we don't currently ''know'' the &amp;quot;proper&amp;quot; version number to use - is it 0.31.01, or 0.31, or 31.01 - when the first bugfix comes out, what will be changed and what kept? What part of that number constitutes/defines this as a &amp;quot;version&amp;quot;?  There is no equiv of 23.a or 40.d - it's a new code, and we weren't given the codebook. (We're waiting on Three-toe/Toady for a response on that.) The 3rd problem is &amp;quot;DF2010&amp;quot; - which is wrong, but while popular and everyone is using it, it won't be very friendly later down the road.&lt;br /&gt;
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So... we've got something that works now but won't in the future, and needs to be changed to be consistent so we don't bequeath future Admin and users the big bone. A diff between more work now and the sort of complete cluster that has gone on behind the scenes for the last 2 months preparing for this change - which is going SO MUCH SMOOTHER NOW (believe it or not!) because of that (thankless, ahem) preparation.&lt;br /&gt;
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Once we know the correct version, all current articles will appear as that.  Search terms will default to current version. Older articles will be consistent within their own namespace. AND we'll be setup for future version changes without quite so much trauma (which is ''why'' some of the more obscure of these changes are being implemented). Clear as mud?--[[User:Albedo|Albedo]] 19:06, 2 April 2010 (UTC)&lt;br /&gt;
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:Are you basically trying to say that DF2010 is a convenient placeholder string that can be used to identify and move articles by bot when we get a stable version number from Toady? --[[User:Squirrelloid|Squirrelloid]] 19:20, 2 April 2010 (UTC)&lt;br /&gt;
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::Dammit, if I could express myself in anything less than 500 words at a time, I would have! (Yes, that's basically what I'm saying.)--[[User:Albedo|Albedo]] 19:31, 2 April 2010 (UTC)&lt;br /&gt;
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:::I'm not sure who wins the eloquence award here.  Anyways, we're still waiting on information from ToadyOne before we rename DF2010 to something else more appropriate. --[[User:Briess|Briess]] 19:37, 2 April 2010 (UTC)&lt;br /&gt;
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:::: Toady has already said that he plans to aim for possibly as often as a weekly bugfix release while the early issues of this release get ironed out. Trying to keep up with release number changes weekly would be an absolute nightmare. Until things calm down a bit I don't blame anyone here in the least for using DF2010 as a more general version name. [[User:Doctorzuber|Doctorzuber]] 15:54, 5 April 2010 (UTC)&lt;br /&gt;
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:::::It ''is'' understood that Toady intends (ideally) for this to be both the last save-compat breaking version and the last major long-delay version...  correct?  Putting the entire Wiki in a namespace forever seems to me like a fairly terrible idea in any case, but it is intended for future versions to change much less of existing stuff as things go on (that is why this version took so long, in part, to get all the sweeping structural changes out of the way.)  It is unlikely that there will ever be another version that would require reversioning the entire wiki, if, indeed, you think that even this one reached that level. While I'm not sure I'd agree that it was necessary to reversion the wiki for this version, the DF development plan is certainly intended to be such that revisioning the Wiki like this will never be necessary again.  --[[User:Aquillion|Aquillion]] 03:47, 7 April 2010 (UTC)&lt;br /&gt;
:::::: All I'm saying is that for the immediate near future a large number of incremental bug fix releases are to be expected. To avoid driving people completely nuts trying to keep up with frequent version changes it makes sense to use the DF2010 title in the short term. After we see things settle down a bit I agree we should probably go ahead and return to an actual version number. [[User:Doctorzuber|Doctorzuber]] 17:27, 7 April 2010 (UTC)&lt;br /&gt;
:::::::With the new version numbering system being so much simpler, could we simply refer to the version as 31a? Then changing letters to account for bugfixes. I'm using 0.31 enough myself but the decimal point is awful. --[[User:Retro|Retro]] 17:40, 7 April 2010 (UTC)&lt;br /&gt;
::::::::Not really. We're mainly talking about the namespace's name. Changing a namespaces's name is a BIG headache (though it is the reason we're using the &amp;lt;nowiki&amp;gt;{{l|link}}&amp;lt;/nowiki&amp;gt; stuff) because we did know that we'd be doing at least one change, and that gets rid of a decent portion of the headache. [[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;]] 18:49, 7 April 2010 (UTC)&lt;br /&gt;
:::::::::I'm still waiting on ToadyOne to provide an official tagname for this series of releases.  If we receive one, we will use it in the wiki. --[[User:Briess|Briess]] 19:02, 7 April 2010 (UTC)&lt;br /&gt;
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== World Painter Page ==&lt;br /&gt;
The wiki has needed a page on the [[World Painter]] for a while, so I've started one.  The information in there is decent, but I'm relatively new to wiki editing, so the formatting probably isn't.  If someone wouldn't mind cleaning it up a bit for me I'd really appreciate it. --[[User:Timmeh|Timmeh]] 01:15, 3 April 2009 (UTC)&lt;br /&gt;
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:Well I don't know if someone helped you already, but it looks fine to me. --[[User:frandude|frandude]]&lt;br /&gt;
:I changed the name into World Painter so it looked better (no more petty redirects!) [[User:Inawarminister|Inawarminister]] 12:01, 7 December 2009 (UTC)&lt;br /&gt;
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== French language wiki ==&lt;br /&gt;
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Can we have interlanguage links with the [http://www.dwarffortress.fr/wiki/ French wiki]? -[[User:Alan Trick|Alan Trick]] 17:48, 14 April 2009 (UTC)&lt;br /&gt;
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== Add a CptnDuck page? ==&lt;br /&gt;
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Captain Duck is a DF video tutorial maker, which an impressive collection of 40 videos on youtube (and a few extra videos of sieges and arenas and whatnot), and explains how to do most everything, from magma forges to Dwarven justice. He adds humor to it and he's the reason a lot of people understand the game...I think we should give him a page. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Blackdoggie998|Blackdoggie998]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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:As it is insanely easy for anyone to sign up for editing priviledges on this site (I managed to, after all), I see no need to make one for him when he could make one for himself. However, if you wish to add user:CptnDuck, or invite him to make one himself, feel free. He can link to all of his tutorials from his user page. They even be searchable through that lovely little box to the(my) left. (Who knows where it is on your skin.)   -- [[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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:P.S. Does it seem odd to you to have it say &amp;quot;unsigned comment by [username]&amp;quot;? Or is that just me?   -- [[User:Teres_Draconis|jaz]] ... on this day, just a little after the previous one.&lt;br /&gt;
:: Clicking 'unsigned' gave me all the explanation I need, might want to do the same [[User:Kinzarr|Kinzarr]] 23:27, 25 November 2009 (UTC)&lt;br /&gt;
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:We don't need a userpage for him, but a page with the assembled listing of all his (and others of equal quality) video tutorials wouldn't be a bad idea at all. -[[User:N9103|Edward]] 16:47, 23 June 2009 (UTC)&lt;br /&gt;
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== Articles on Olivine and other generic stones ==&lt;br /&gt;
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There is a current discussion as to whether or not [[Olivine]] (and perhaps some few other stones) are duly covered on the current [[stone]] page, or are truly worth having their own article/page.  This relates to a larger question of how this wiki is organized, and &amp;quot;What deserves a page&amp;quot; in a general sense.  Any interested are encouraged to chime in, if only with a &amp;quot;me too&amp;quot; post pro or con.  See [[Talk:Olivine]] for an idea of the issue. I'd like to have the debate move from the specific Olivine page to here since this is a more general issue that affects many potential pages. --[[User:Senso|Senso]] 21:29, 19 May 2009 (UTC)&lt;br /&gt;
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:I'm not really sure which way to go on this one. A lot of otherwise useless stones would need their own articles if the guidelines were expanded... and yet, there's a good amount of useful information that's not on the main pages, that would further clutter them if it were added; And permitting more individual pages would solve both those problems. I guess this ends up being a vote both ways, with provisions on each. -[[User:N9103|Edward]] 23:54, 19 May 2009 (UTC)&lt;br /&gt;
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:My vote is, if someone can make it amusing, then sure. If someone is of the bent to enjoy making such a page, then again, sure... otherwise, leave it at the bottom of the pile of &amp;quot;things that someday we might get around to if we feel like it&amp;quot; and don't stress. The relevant data is covered (or will be when someone notices it's not), and everything else is gravy. Beside, what would you rather do, play the game, or figure out how to make a whole page of jokes about how gneiss nice is.... (or did I get that backwards?)... ?  --[[User:Teres_Draconis|jaz]] ... on this day, at this time.&lt;br /&gt;
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::All relevant information is covered, yes. But not necessarily on a relevant page. Before the Olivine page was made you couldn't learn that olivine may contain native platinum from any page related to olivine or stone in general. &lt;br /&gt;
::Another example is kaolinite. You can look it up in the table of Other Stone to see it can be found in sedimentary rock.  But in order to see that it may itself contain alunite and marcasite you have to go through the entire table (or use the browser search function). Now, in order to see if it may contain anything else, you have to notice the note at the top of the page (just above the table of contents) that points to Metal Ore and Gem, whith another two tables you have to search through. (Kaolinite may contain turquoise). --[[User:Nahno|Nahno]] 21:44, 20 May 2009 (UTC)&lt;br /&gt;
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:It's not just about &amp;quot;which stones&amp;quot; - it's a larger question of how the wiki is organized and presented.  Should each separate and distinct item get its own page, like the current one- or two-line articles on [[vial]]s, [[instrument]]s or [[Restraint|chain]]s, (just as random parallel examples of some [[finished goods]] that have their very own, very short, very dull, and predictably repetitive articles.)  Surely the [[Masons guild]] and [[miners guild]] don't deserve or need separate articles.  Do we need a separate and largely redundant article for every trap weapon?  What about the cookie-cutter articles on ''every'' individual animal?  The GCS deserves its own, and many others, but one on each separate type of shark and hunting cat?  There is no actual article there, only a template.&lt;br /&gt;
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:Quivers and bolts are sub-sections of the [[crossbow]] article, and I think that's a ''great'' call.  Olivine, talc and kaolinite are merely similar examples, distinct enough to warrant special treatment, but on the borderline of being so small to each only represent a stub. Ultimately, I don't think a functional formal definition would be easily achieved - rather guidelines and a fuzzy target, combining related info into groups with optimal size limitations (both lower end and upper end).  Perhaps a template should not be forced on every lesser example, but they could be grouped into a table on their own article, &amp;quot;other stones of note&amp;quot; or &amp;quot;sharks&amp;quot; or &amp;quot;finished goods&amp;quot; or whatever.&lt;br /&gt;
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:In many ways, our only current guidelines are &amp;quot;what has been done so far&amp;quot; - and that varies widely and wildly.  Too often, pages are cobbled onto related ones, or split off just because its a new topic, if a brutally short one.  Myself, I'd like to see most related articles of less than 4 lines or so get grouped into larger, more universally informative articles, and anything larger than maybe 5 full sub-sections be considered for splitting up.  If an item stands out from the rest, it should stand out somewhere, in an article - but that doesn't mean it has to have its very own, or invite every similar item to do so as well.--[[User:Albedo|Albedo]] 03:30, 21 May 2009 (UTC)&lt;br /&gt;
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:: Please check out the (no longer) current [[Chalk]] page and tell me what you think. ... which is to say, it doesn't /have/ to be a stub, does it? It can be rich and detailed and sadly unamusing. It would please me to continue to do all stones in this manner, or another manner of your choosing.... Thus negating fussing over &amp;quot;this one was done this way, that one was done that way&amp;quot; arguments. I'll get to them all, in the order they appear on the [[Stones]] page. ... assuming you guys are ok with that. --[[User:Teres Draconis]] 08:28, 21 May 2009 (UTC)&lt;br /&gt;
:: P.S. Who's the outpost manager of this place, anyways? I'd like to know to whom I should be pandering. --jaz&lt;br /&gt;
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::: I think 1) you should take time to read, if not learn the wiki format guidelines, 2) you should sign with your REAL user name, and stop using a pseudonym, and 3) you should not break someone else's post with yours in between their paragraphs. As to the chalk page, I think it's over-enthusiastic and pays no attention to previous article style or formatting precedent - which may be a good thing or a bad thing, depending. --[[User:Albedo|Albedo]] 09:33, 21 May 2009 (UTC)&lt;br /&gt;
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:::: 1) You're right, I'm sorry. &lt;br /&gt;
::::2) We've discussed user names on [[User_Talk:Teres_Draconis#Naming Conventions|my talks page]]. (Also, &amp;lt;nowiki&amp;gt;~~~&amp;lt;/nowiki&amp;gt; still puts &amp;quot;jaz&amp;quot;... why bother with the link when it's just a P.S.?) &lt;br /&gt;
::::3) I'm sorry. I was (apparently) trained wrong, and that was a /long/ time ago. I was taught (20 years ago) that when responding, to do so in-line, so that people can tell what the response is actually relating to. (Like an actual conversation, except with a time warp. You say something, I respond, someone else adds, we all move on to the next topic.) It supposedly adds clarity. The style and curtesy rules of such things has changed. I can see I'll need to update myself. Thank you for pointing that out. =)&lt;br /&gt;
::::4) I was hasty. I had to have meatspace people explain to me why, as wiki-''writers'', you would not want so much detail on a page. Especially when, with every new game release, any given page on the wiki might need an over haul. I was only looking at it from the end-user perspective of &amp;quot;If I'm looking for information, I don't want a page that just tells me to go look at the three pages I've already looked at. I want a page that reduces the noise of the irrelevant, and distills to just that specific (sub-)topic.&amp;quot; I /don't/ see the point of six pages that are identacle except for title, and all only three lines long. If it's got it's own page, it should have it's own page. If it just links back to the three pages that linked to it, and they all link to each other already, what's the point? If the only thing Chalk has going for it is that it's flux, why not just make a note on the [[Stone]] page reading, &amp;quot;These three rocks can be used as flux&amp;quot; and link to the flux page from there? Why should chalk have it's own page, if it's not going to be richly detailed and, you know, informative?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::The templates are there because they are pretty, detailed, and condensed ways to display some key information. Rather than expanding existing information so that it takes up more space, it's more productive to add things that you think are lacking. [[User:VengefulDonut|VengefulDonut]] 12:15, 21 May 2009 (UTC)&lt;br /&gt;
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::: I changed the other [[Stones]] table to allow for interesting minerals that are in other[[Stones]] to be posted.--[[User:Mrdudeguy|Mrdudeguy]] 22:17, 21 May 2009 (UTC)&lt;br /&gt;
:What would actually be helpful is a [[Geology]] primer, indicating how layers and inclusions are placed, where, and what the implications of &amp;quot;You have struck XXX&amp;quot; are. I know, now, that if it's olivine, I have a chance of finding veins of native platinum. One good page explaining what all of the geological processes mean would be a lot more useful then all of the various descriptions of exploratory mining. [[User:Decius|Decius]] 22:35, 21 May 2009 (UTC)&lt;br /&gt;
::That sounds like a great idea.--[[User:Mrdudeguy|Mrdudeguy]] 22:46, 21 May 2009 (UTC)&lt;br /&gt;
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:::I agree! But I have no idea how to write it. Most of what I know about geology I learned from looking at the raws. Everything else is &amp;quot;OMG, is that a ''rock''?! I've heard of those!&amp;quot; - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::&amp;quot;More useful&amp;quot; to some, but I agree it would be a great addition. Also, the more I think about it, the more I like what MrDG did with the table in Other Stone - tables could condense any and all small, individual articles into single pages w/ (sortable?) tables where all these various similar objects could be compared/contrasted at a glance.  Templates are perfect when there is a lot of various info, but if the different topics (semi-generic stones, animals, finished goods) all differ only in one or two details, and there is just not that many variables to begin with, a Table would be (imo) preferable. ''(And imo that table now covers such stones as Olivine well, to get back to the original example that sparked this discussion.)''&lt;br /&gt;
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::As an additional example of how current stub-articles could be combined into a simple table, I've made this page - [[Example - some fish]] - which could be a model for such.  (A page/table with all the &amp;quot;Sea-creatures&amp;quot; would be more likely approp, but this was faster for now.)  It would replace every stub-article on related &amp;quot;generic&amp;quot; items, but any truly noteworthy items would still have their own full articles for expanded information and commentary (here, &amp;quot;carp&amp;quot;).  It still has 100% of the prev information, but also allows immediate comparison and contrast, and, if sortable, allows a User to more easily compare relations between similar aspects (like &amp;quot;biome&amp;quot;, in this example.)--[[User:Albedo|Albedo]] 00:13, 22 May 2009 (UTC)&lt;br /&gt;
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::: Is it possible to put the expandable version of the raw (&amp;quot;game object data (show)&amp;quot; seen at the bottom of the [[carp]] page) inside the table, instead of the whole thing? Or does the one preclude the other?  - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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:::Actually, if someone finds it easy to extract that information from the .RAWs, I would find that an improvement on what [[Creatures]] currently has. [[User:Decius|Decius]] 17:52, 22 May 2009 (UTC)&lt;br /&gt;
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::::If someone here knows PHP they may be able to write a new wiki hook that pulls information from raw entries. That would make many things much easier. [[User:VengefulDonut|VengefulDonut]] 22:22, 22 May 2009 (UTC)&lt;br /&gt;
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:::Which information do you want extracted? I can probably do it for you, but you may have heard, I'm in the doghouse for not paying attention to style and formating rules. =/  Show me what there is, and one example of what you want, and I can probably do it for you with a minimum of stupid questions. ... ''Probably.''   - [[User:Teres Draconis|jaz]] 18:59, 22 May 2009 (UTC)&lt;br /&gt;
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::::@ jaz, Dec - Did either of you look at this sample table? [[Example - some fish]]  Does that cover what you were envisioning?  It's just a rough idea - but it could work the same way that the table on the [[stone]] page currently does, to cover all the generic, almost-identical objects. Same w/ finished goods, weapon traps, probably many other sim categories of like items.--[[User:Albedo|Albedo]] 22:52, 22 May 2009 (UTC)&lt;br /&gt;
I've read this sort of. My view is, wikis add value to the game far more for noobs than they do to legends who have been around since when the z-axis was just an idea. With this in mind, I reckon if everything with a name in the game had an article that would be *A Good Thing* (tm). Just my own opinion, feel free to disagree. Ideally, articles for things like stones should contain a template constructed from the raws, with prose/dialogue manually added.&lt;br /&gt;
Even things like [[screw pump]] could have a template driven section, advising what the components are / who makes it etc. Maybe &amp;lt;nowiki&amp;gt;{{building|Building Name|Component 1:Component 1 name|Component X| component X name|Constructed by|trade}}&amp;lt;/nowiki&amp;gt; or similar.[[User:GarrieIrons|GarrieIrons]] 08:45, 30 May 2009 (UTC)&lt;br /&gt;
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:I agree, probably, although that sounds like a lot of work. I think the stone templates and articles could do with a bit of a cleanup and more in-game information. I mostly use the articles to see if there's anything notable about a particular stone and then check out the wikipedia page. Some of the wikipedia links are broken or indirect now because disambiguity pages have been added since. Also, the wikipedia links are right at the bottom of very long boxes listing ores and gems and the like - I suggest adding drop down boxes to the templates that contain all that information but which are minimized by default. Or changing the template so that the wikipedia link wraps around the stone name at the top. --[[User:Harmonica|Harmonica]] 01:36, 2 July 2009 (UTC)&lt;br /&gt;
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Way late to this party, apologies. Tables are no good (to me) if they aren't sortable. The World Ends With You (a Nintendo DS game) Wikia portal/wiki thing has an ''awesome'' method for adding sortable tables. Some gadget called [http://en.wikipedia.org/wiki/Semantic_MediaWiki Semantic MediaWiki] that hooks into the Wiki to automatically pull data out as you request it, then display it in easy-to-read and use sortable tables. The TWEWY Wikia has [http://twewy.wikia.com/wiki/The_World_Ends_With_You:Semantic_MediaWiki a page on it] for their editors, giving a few examples of how powerful it is. Their use of the tool is to easily pull information from a table of 304 items, each containing 30 attributes, to generate lists comparing and compiling various items. Hugely powerful, extremely flexible.&lt;br /&gt;
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This type of tool would work wonderfully with a PHP RAW parser, or even simple dumps of the RAWs to the Wiki. Think of how easy it would be to update the entire Wiki across the board when new versions come out. New critters? Changes to existing critters? Update the information in one spot and it trickles down through the entire Wiki! That's in addition, of course, to being able to, say, generate tables listing how many bones each creature drops when killed, then sort to see which one drops the most. Pretty sweet stuff.&lt;br /&gt;
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With some sort of system in place for wading through all the data on the wiki, one wouldn't have to worry about having too much information, right? -- [[User:Blank|Blank]] 04:44, 3 July 2009 (UTC)&lt;br /&gt;
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Particularly for stone, I think that it would be a good idea to describe each individual stone relative to other, similar stones.  Let's use [[sandstone]] as an example.  Suppose that I read (either in its own article, or in a table) something along the lines of &amp;quot;Sandstone is a [[sedimentary]] layer.  Unlike most sedimentary layers, it may contain [[aquifers]] or veins of [[native copper]].&amp;quot;  If I already know what a sedimentary layer is (and how it differs from other types of layers), this information will be much easier to process and much more useful than a full list of everything that appears in sandstone.  If I have no idea what a sedimentary layer is, this will tell me that there are several sedimentary layers and that they all have many things in common, which is again more useful than a list of everything that appears in sandstone. --[[User:LaVacaMorada|LaVacaMorada]] 08:56, 2 October 2009 (UTC)&lt;br /&gt;
:That's not the way this (any?) wiki is set up.  The idea is that a lesser concept (here, &amp;quot;sandstone&amp;quot;) need not include redundant info from a larger, parent concept (here, &amp;quot;sedimentary layer&amp;quot;).  If you don't know what a sed'y layer is (or an aquifer or a vein or whatever) you click that link.  If, then, you don't know what a &amp;quot;layer&amp;quot; is, you click that link.  Sounds good at first, but if every lesser article included an explanation, even a quick synopsis, of the info for all relevant articles on broader, umbrella concepts, the articles, and this wiki as a whole, would explode beyond usefulness. --[[User:Albedo|Albedo]] 23:43, 2 October 2009 (UTC)&lt;br /&gt;
::Thanks for making my point for me.  If you look at the current sandstone article, it lists everything contained in sandstone.  Looking at just the ores and non-generic stones, we have:  Native copper, Hematite, Limonite, Magnetite, Native platinum, Tetrahedrite, Bituminous coal, Lignite, Bauxite.  All of these except for native copper appear in every sedimentary layer.  That's not even counting all of the generic stone (especially gypsum with its five other types of generic stone contained in it) and (mostly low-value) gems.  95% of the text in this article is redundant, and could easily be summarized by &amp;quot;This layer is exactly like every other sedimentary layer except for these two differences&amp;quot;. --[[User:LaVacaMorada|LaVacaMorada]] 09:06, 6 October 2009 (UTC)&lt;br /&gt;
:::Ah - ''that's'' your point. (When you said &amp;quot;describe&amp;quot;, I thought you were advocating a narrative commentary on and verbal expansion of the info included in the sidebar.) When I was talking about not having redundant info, I was talking text - which is quite terse in this case, exactly because of the point you make.  Those sidebars were designed to encapsulate the key info, an &amp;quot;at a glance&amp;quot; sort of thing, to avoid exactly what you're talking about in narrative form. Are the sidebars redundant? Often, yes.  But they are the style this wiki has adopted for ''all'' stone.  So you're talking not just about changing sed'y layers, but the style approach to all stone, since they would not then be consistent across the board. (Not how I would have personally designed the layout, but it's there and it works, and well. Any stone, same layout, same info in the same place, bam got it.)  And when discussing presentation and usability issues, any article has to be taken both individually and in the context of others &amp;quot;like&amp;quot; it - here, any &amp;quot;stone&amp;quot; article is the same layout, the same info at a glance, which (for now) trumps whatever redundancies exist.  Perhaps a quick line such as you're stating would go well, since there is, indeed, very little unique to say about any one sub-type of sedimentary layer, and that is info in and of itself. (Take a look at any [[igneous extrusive]] except obsidian for something similar.)--[[User:Albedo|Albedo]] 16:46, 6 October 2009 (UTC)&lt;br /&gt;
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A lot of people have been talking a lot of things about reorganizing the information on the stones pages. After browsing around on them for a while, I've found the information to be mostly scattered and difficult to draw conclusions from. For example, I wasn't aware that each geographic stone type had a base list of stones that can appear, while only some of them have a couple of unique stones that may appear along with that list. It wasn't until I began gathering all of that data together for myself, that I found the patterns. I had to work to tie it all together. So, I have a partially completed table of pulldown menus on my user page right now. If anyone's interested they could take a look and tell me what they think? (Yes, I know a lot of it is redundant. I have an idea on how to fix this, but I haven't completely decided yet) --Kydo 13:55, 25 October 2009 (UTC)&lt;br /&gt;
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Lumping all the generic stones into one page is pretty much a labor saving device. There are a lot of different stones in DF most of which have no real differences other than color. So in one respect, I do see reasoning for saving some effort and dumping them in one place. On the other hand, it would be useful to me to see slightly more detailed information about each of the colored stones, for example, I know alunite looks a certain way before it is mined out, it's general color is bright white, when used to build trap components it is bright white in both the on and off position (many stones go to dark in the off position). In the same vein, when used to build tables and chairs, both will be bright white (many stones go to dark for chairs). If you're looking for a &amp;quot;certain look&amp;quot; and want to know a tiny bit more about the stone colors at present, that information simply isn't here as things are now. [[User:Doctorzuber|Doctorzuber]] 16:21, 5 April 2010 (UTC)&lt;br /&gt;
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== Not a Roguelike ==&lt;br /&gt;
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Dwarf Fortress only resembles a Roguelike in the sense that everything kills you. ASCII graphics haven't connoted Rogue-resemblance since Diablo came out with modern 3D graphics and was still considered a Roguelike.&lt;br /&gt;
[[User:LogicalDash|LogicalDash]] 22:08, 5 August 2009 (UTC)&lt;br /&gt;
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I agree with you for Fortress mode, but adventurer mode is rogue like.--[[User:Mjo625|Mjo625]] 22:54, 5 August 2009 (UTC)&lt;br /&gt;
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:DF is rogue-like like.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 08:59, 2 September 2009 (UTC)&lt;br /&gt;
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LogicalDash, Diablo is in 2D, not 3D. --[[User:612DwarfAvenue|612DwarfAvenue]] 05:10, 27 November 2009 (UTC)&lt;br /&gt;
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What makes a rogue-like? too classic a question to pass up . ahem IMHO there three major elements, A dungeon crawl/ fantasy setting, ASCII and random as hell. That makes dwarf fortress three outta three hits for me. Close enough, i'd say, if it's not a rogue-like what other category could it go in? sure its not a great fit but a unique game has to go somewhere. Diablo is a dungeon crawl like rogue sure, but it lacks the depth and randomness of any of the other recognised roguelikes, ADOM, moria etc.  So one outta three? The depth, randomness and spontaneity really make it, ever had a character eaten by a bear on the way to the village in ADOM? classic. --[[User:Pedantictype|Pedantictype]] 05:46, 20 March 2010 (UTC)&lt;br /&gt;
:I'm afraid I have to disagree with you, Pedantictype. A Rogue-like is defined by the original: Rogue. Rogue was, first and foremost, a dungeon-crawl with control of a single character, yes? I would postulate that that is one of the elements that is required to be defined as a rogue-like, which qualifies Adventure mode but not Fortress mode. --[[User:Eagle0600|Eagle0600]] 05:04, 5 April 2010 (UTC)&lt;br /&gt;
::Eagle's right. A roguelike game plays somewhat like Rogue and has ascii graphics. Fortress mode DF is a tactical/strategic/sandbox ascii game, not a roguelike. And isn't there general intent for it to have graphics one day, once it's out of the design stages? --Kydo 01:58, 8 April 2010 (UTC)&lt;br /&gt;
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== Link to Add Quotes ==&lt;br /&gt;
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To get help on how to add quotes to the main page, consult [[Talk:Main Page/Quote|this]] link.&lt;br /&gt;
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== Incoming New Version ==&lt;br /&gt;
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Guys. We might as well prepare for the new version that will be coming by the end of the year (maybe).  What will need to change?  Weapons and armor, the underground stuff... I don't know all of it. But it's extensive.  Get ready.--[[User:Zchris13|Zchris13]] 17:02, 7 October 2009 (UTC)&lt;br /&gt;
:Well, we don't know all the details, and names of jobs/items can change before actual release. [[User:Kurokikaze|Kurokikaze]] 16:14, 8 October 2009 (UTC)&lt;br /&gt;
:I don't see what this has to do with anything, i guess it's nice of you to tell us. But what do you mean &amp;quot;get ready?&amp;quot;&lt;br /&gt;
: Gird your loins, gentlemen. Or something.&lt;br /&gt;
::It'll be hard to cover every page - if you edit, try to follow up on links, etc.  Might also have to check the &amp;quot;oldest pages&amp;quot; listing to see that they've all been updated (except it's broken atm). The worst currently is that we ''still'' have legacy crap from earlier versions in obscure corners and comments that's not relevant to current version. Bonus.--[[User:Albedo|Albedo]] 06:11, 19 October 2009 (UTC)&lt;br /&gt;
:This might be useful: http://docs.google.com/Doc?docid=0AT8EQVUjrv96ZGc5cnBwOHZfMjgyY3FzZHFtanA&amp;amp;hl=en&lt;br /&gt;
:Are we just changing this wiki? (as opposed to forking with the new version, in case some people keep playing 40d?) [[Special:Contributions/206.45.111.58|206.45.111.58]] 22:39, 9 December 2009 (UTC)&lt;br /&gt;
::Forking sounds good to me. But I have no idea how well wikis handle forking. --[[User:Nahno|Nahno]] 14:11, 17 December 2009 (UTC)&lt;br /&gt;
:::In any case I think it would be a good idea to updated articles as is, and not wipe them out like in the wiki's switch to 3d which simply wiped out a lot of good information along with outdated text. Forking is a good route to take if people don't want to lose 40d inforamtion. [[User:Richards|Richards]] 19:40, 26 January 2010 (UTC)&lt;br /&gt;
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== Interwiki ==&lt;br /&gt;
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Correct link to Russian DF wiki, please.&lt;br /&gt;
Right link = www.dfwk.ru instead current www.dfwiki.ru --[[Special:Contributions/91.192.82.106|91.192.82.106]] 11:43, 4 December 2009 (UTC)&lt;br /&gt;
:It's done, so should we delete this conservation? (not that great at wiki myself) [[User:Inawarminister|Inawarminister]] 09:46, 7 December 2009 (UTC)&lt;br /&gt;
::They get archived at some point, so no need. [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:33, 15 April 2010 (UTC)&lt;br /&gt;
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== Random page ==&lt;br /&gt;
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Why is &amp;quot;Random page&amp;quot; only bringing me to &amp;quot;Count Consort&amp;quot;? :\ --[[Special:Contributions/99.33.67.9|99.33.67.9]] 22:33, 15 January 2010 (UTC)&lt;br /&gt;
:It seems &amp;quot;Random page&amp;quot; is only random daily... Is this intentional? --[[Special:Contributions/99.33.67.9|99.33.67.9]] 20:31, 2 February 2010 (UTC)&lt;br /&gt;
::There's probably something wrong with your browser cache settings - it works fine for me. --[[User:Quietust|Quietust]] 20:37, 2 February 2010 (UTC)&lt;br /&gt;
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== Random images ==&lt;br /&gt;
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Where are the images on the main page coming from? It's easy to find the quotes, but where are the images? [[User:MC Dirty|MC Dirty]] 15:14, 17 January 2010 (UTC)&lt;br /&gt;
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:I have an image I'd like added... I'll put it on my userpage if anyone wants to take a look at it and see if it's acceptable for uploading. --[[User:Waladil|Waladil]] 06:40, 21 February 2010 (UTC)&lt;br /&gt;
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== New Category Idea - Well Known Dwarves ==&lt;br /&gt;
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After reading some stories on many of the most awesome dwarfs to show up in this game. (Namely Captain Ironblood, Morul, Tholtig) That a category, perhaps a sub one to Humor and Stories just for Dwarves that are very very clearly above the normal for the already outrageous(ly awesome) game of Dwarf Fortress. However do to the fact this is less on the game mechanics and such, the idea is first here so other's can figure if it's worth having a category. One thing that comes to mind is there really should be some sort of limit to what makes a Dwarf and Epic/Well Known Dwarf so as to prevent people from putting everyone they liked up there rather then the few '''everyone''' likes. Mostly asking as there is a handful of such dwarfs and that number is only going to (slowly) grow. Each said Dwarf I think deserves some sort of noting on a page for my two cents on the topic.&lt;br /&gt;
:I definitely thing that this is a great idea in the true spirit of DF.&lt;br /&gt;
::These should of course go under D for Dwarf.&lt;br /&gt;
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== Images ==&lt;br /&gt;
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So, what does everyone think? Would it be a good idea to have real-world images (or possibly sketches for fantasy, if applicable) of the following:&lt;br /&gt;
* Trees&lt;br /&gt;
* Fish&lt;br /&gt;
* Land animals&lt;br /&gt;
* Weapons and armor&lt;br /&gt;
* Stones&lt;br /&gt;
* Ores&lt;br /&gt;
* Land features (desert, savannah, etc.)&lt;br /&gt;
* Gems&lt;br /&gt;
* Metals&lt;br /&gt;
* Plants&lt;br /&gt;
We already have two pages with example images for a [[Pike_(weapon)#Pike|weapon]] and a [[Sandstone|stone]] for example. I find this very nice for visualizing my fortress and what's going on, since I'm not very familiar with many of the distinctions DF makes. I mean, I know what a fish looks like but I haven't got a clue what the difference between a pike and a char is, or a birch and alder, or even bronze and pewter to be honest.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:42, 6 February 2010 (UTC)&lt;br /&gt;
:The normal issues with this kind of thing is REAL-WORLD publishers being annoying with copyright. I guess if we can find it from the real-world wiki then there is a good chance it is a public domain image.&lt;br /&gt;
:There is no way in the world it would hurt an article to have one of these. Although, for fantasy objects, materials, and creatures, there may well be some discussion about if the &amp;quot;Dragon&amp;quot; should be a European, Oriental, or some other dragon (and so on for the rest).&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 11:52, 7 February 2010 (UTC)&lt;br /&gt;
::Well, I've added pictures to some of the layer stones and vermin, as well as all the ores. If anyone is interested, you can link to files on wikimedia commons as if they were internal files now.--[[User:Ar-Pharazon|Ar-Pharazon]] 04:52, 8 February 2010 (UTC)&lt;br /&gt;
:::What if those of us with artistic skills were to produce original content for such pages? For example, I could easily do a few drawings depicting certain fantasy creatures as well as actual creatures. --Kydo 22:56, 24 February 2010 (UTC)&lt;br /&gt;
::::I don't see how that could even remotely hurt at all.--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
::Who says that the 'Dragon' as a creature isn't a generalization of any species? To be honest, with the graphics as they are, I think that most of Dwarf Fortress comes down to the way the user imagines it, rather than how it appears on screen. Rather like the old text based adventure games of old.--[[Special:Contributions/85.12.64.150|85.12.64.150]] 10:18, 4 March 2010 (UTC)&lt;br /&gt;
:::Whoever you are, that is why i don't use a tileset.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 06:15, 6 March 2010 (UTC)&lt;br /&gt;
:As a rule of thumb, &amp;quot;graphics&amp;quot; are good things - eye candy, if nothing else. Purty.  Use common sense and discretion when choosing (or creating) the image - avoid genre-specific images or anything that is copyrighted (like from an identifiable RPG, for instance), and perhaps add &amp;quot;artist's interpretation&amp;quot; under it, or a selection of (smaller) different images for something like a dragon (tho' I, personally, don't see dwarves with oriental dragons - ymmv.) --[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
::Seeing as how this is a wiki and what not, why not simple add a western dragon, and if anyone objects to the bias they can add an oriental dragon, so we have two pictures and not only both sides are happy but everyone gets more pictures to look at?--[[User:Ar-Pharazon|Ar-Pharazon]] 15:21, 12 March 2010 (UTC)&lt;br /&gt;
:(Also, if you're interested enough to post in the Main Page Discussion, you might want to get an account. Meh.)--[[User:Albedo|Albedo]] 08:49, 6 March 2010 (UTC)&lt;br /&gt;
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== No link to World Generation? ==&lt;br /&gt;
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Home page needs a link to World Generation. I thought of adding it, but didn't want to upset the delicate symmetry happing in the menus. Thoughts as to where it could go? [[Special:Contributions/118.208.7.232|118.208.7.232]] 04:25, 19 February 2010 (UTC)&lt;br /&gt;
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== Namespaces ==&lt;br /&gt;
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As the subject has been mentioned on the forum:&lt;br /&gt;
some articles have been moved to a new 40d namespace. This is intended to make way for the &amp;quot;main&amp;quot; namespace to be reserved for the &amp;quot;current version&amp;quot;, which ''real soon now'' will be DF2010.&lt;br /&gt;
For the full discussion see [[Dwarf Fortress Wiki:Versions]] and the talk page.&lt;br /&gt;
&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 10:32, 8 March 2010 (UTC)&lt;br /&gt;
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Then bloody well move them.  These blank 40d pages are making finding information that is supposed to be there very hard to find.&lt;br /&gt;
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:Agreed..Plus I dont understand the site announcements so i pretty much can't contribute to the wiki right now. Hope you got a stable team to help and are done with it soon. Oh, and a better explanation would be great of course. --[[Special:Contributions/92.202.120.234|92.202.120.234]] 00:10, 4 April 2010 (UTC)&lt;br /&gt;
::When is the moving of things to the main namespace going to be complete?  Having everything in DF2010 namespace is horribly annoying, and the 40d namespace screws up searches and makes it harder to find stuff via google searches and such.  How long is it going to take to get the wiki fixed to the current version, delete all the old d40 stuff, and get rid of the namespaces? --[[User:Aquillion|Aquillion]] 03:40, 7 April 2010 (UTC)&lt;br /&gt;
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== Tutorials clutter ==&lt;br /&gt;
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Currently we have in the first box:&lt;br /&gt;
*About Dwarf Fortress&lt;br /&gt;
*'''Tutorials and guides'''&lt;br /&gt;
*'''Quickstart guide (recent)'''&lt;br /&gt;
*'''Frequently Asked Questions'''&lt;br /&gt;
*'''Your first fortress'''&lt;br /&gt;
*'''Video tutorials'''&lt;br /&gt;
*'''Important advice''' &lt;br /&gt;
*'''Indecisive's Illustrated Tutorial''' &lt;br /&gt;
*'''Get help from online chat'''&lt;br /&gt;
*Game development	 &lt;br /&gt;
*'''Non-Dwarf's Guide to Rock'''&lt;br /&gt;
*'''Starting builds'''&lt;br /&gt;
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Bolded are the ones I think are redundant. Basically, we have the following categories of stuff:&lt;br /&gt;
*Tutorials for newbies: Step by step instructions where you follow what the guide says, without necessarily understanding why right away.&lt;br /&gt;
*Guides for newbies: General explanations of game concepts, such as z-level, how to set labors, how to farm, how to work the interface and install a graphical tileset, what the aim of the game is, etc.&lt;br /&gt;
*Guides for advanced players: These assume you know how to play the game, and are concerned with optimizing/pushing strategy. Embark build discussions which go beyond explaining the bare minimums you should take (such as &amp;quot;don't embark without a pick!&amp;quot;, intended for newbies who may not know what they are doing), megaprojects, combat mechanics, computing, farming strategies, defense strategies, design strategies, macros, world generation parameter discussion and the like.&lt;br /&gt;
*FAQ, bugs and troubleshooting: The index of known problems and what to do about them, for when you have a clear question you want to figure out. This includes the FAQ, IRC channels and bugs to watch out for.&lt;br /&gt;
That makes 4 categories. Currently, we have 10 categories dealing with the same things. Moreover, the current break down makes no sense, and is obviously not maintained (I think that quickstart guide has been &amp;quot;recent&amp;quot; since early last summer). It's becoming confusing for the clueless first time player who was just linked to Bay12 and the wiki on a forum, and left to fend for itself. In fact, ideally, the tutorials and newbie guides should also be sorted from short to long, with datestamps.&lt;br /&gt;
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I would rearrange the box myself, but I thought I'd ask what everyone else is thinking first. By the way, are there any tutorials for DF2010, or plans to write any? --[[User:Ar-Pharazon|Ar-Pharazon]] 02:07, 4 April 2010 (UTC)&lt;br /&gt;
::By the way, my proposal is to have the box look like this:&lt;br /&gt;
::'''Help with Dwarf Fortress'''&lt;br /&gt;
::*About Dwarf Fortress&lt;br /&gt;
::*How to set up and play Dwarf Fortress (Tutorials)&lt;br /&gt;
::*General game information (explanation of basics)&lt;br /&gt;
::*Advanced strategies (for experienced players)&lt;br /&gt;
::*Troubleshooting: FAQ, where to ask for help, known bugs and issues&lt;br /&gt;
::*Game development&lt;br /&gt;
::--[[User:Ar-Pharazon|Ar-Pharazon]] 02:14, 4 April 2010 (UTC)&lt;br /&gt;
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::If [[40d:Quickstart guide]] is obsolete, you should definitely remove the links to it from the front page (both &amp;quot;Your first fortress&amp;quot; and &amp;quot;Quickstart guide&amp;quot; end up there). As a new player pointed at this wiki by the game, I wasted twenty minutes trying to load in the save game (was I being unlucky, or does it simply not work with the new version?) and gave up on trying to play Dwarf Fortress, as a result. --[[User:Gritspeck|Gritspeck]] 16:45, 12 April 2010 (UTC)&lt;br /&gt;
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:I'm all for this, this is a terrible organization.  I like your plan.  Given further agreement (or at least no opposition) I say go for it.  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 00:38, 15 April 2010 (UTC)&lt;br /&gt;
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Well, I went ahead and did my best.--[[User:Ar-Pharazon|Ar-Pharazon]] 22:13, 28 May 2010 (UTC)&lt;br /&gt;
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:I think the frontpage would benefit from highlighting a couple well-written and important pages as well. A &amp;quot;featured article,&amp;quot; perhaps. --[[User:Falldog|Falldog]] 01:16, 6 June 2010 (UTC)&lt;br /&gt;
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::I think it does highlight important pages. See the blue boxes. A 'featured article' would (further) clutter the front page while not being of any value to viewers of the front page or users of this wiki in general. --[[User:Nahno|Nahno]] 17:33, 6 June 2010 (UTC)&lt;br /&gt;
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::: Let me rephrase. The main page would benefit from the inclusion of links to the most often used reference pages (like the stone summary and the metal summary) than the section on &amp;quot;Playing Dwarf Fortress.&amp;quot; It is redundant as there is already a Newbie section and an Advanced tutorials section. I think we agree about that. --[[User:Falldog|Falldog]] 21:22, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== New modding guide ==&lt;br /&gt;
I'm not really sure what the process is for new guides and tutorials. I figured it would be of general community interest, so I'm posting this here; [[User:Tfaal/The Complete Dorf's Guide to Bodies]] --[[User:Tfaal|Tfaal]] 16:43, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bug listings on the Wiki==&lt;br /&gt;
Given that the version number is expected to be changing quite rapidly in the near future as bugs are caught and killed, I think it's a good idea to always keep a version number associated with any bug reports we migrate into the wiki pages. This will hopefully minimize confusion as updates gradually remove these. If we could get one of those mini-version tags to use for this purpose or if someone can explain to me how to use that half-sized font for this purpose that would be helpful. Thanks. [[User:Doctorzuber|Doctorzuber]] 16:23, 6 April 2010 (UTC)&lt;br /&gt;
:There is already a template for this: [[Template:Version]]. You use it as follows. &lt;br /&gt;
:&amp;lt;nowiki&amp;gt;Example.{{version|0.23.130.23a}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:results in:&lt;br /&gt;
:Example.{{version|0.23.130.23a}} --[[User:Soy|Soy]] 16:44, 6 April 2010 (UTC)&lt;br /&gt;
:: Thank you, that is all I needed. [[User:Doctorzuber|Doctorzuber]] 17:54, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What happened to the link to the dev changelog? ==&lt;br /&gt;
&lt;br /&gt;
There used to be a link to the changelog and a link to the 31_01 release information, but now there's just a link to the release information labeled &amp;quot;changelog.&amp;quot; Also the main page appears to use a funny template or something so the link's messed up throughout all of the mainpage history.&lt;br /&gt;
:-That's a link I used almost daily. While I realize I'm an idiot for not just bookmarking it, it is a little disconcerting for it to :be gone. Either way, I've always thought it was one of the most relevant links on the main page—it let's you know where the game :project is at ''right now''.&lt;br /&gt;
:Wow, forgot sig and indent. I'm amazing. :P ----[[User:Njero|Njero]] 01:03, 8 April 2010 (UTC)&lt;br /&gt;
Found the template in question, figured there was no reason for the changelog link not to be there so I put it back; it seemed like it was removed by mistake anyway. Also renamed the link to the release information so there wouldn't be two links entitled &amp;quot;changelog.&amp;quot; --[[User:Untelligent|Untelligent]] 02:22, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Announcements Hider==&lt;br /&gt;
The announcement-hiding script on Briess's page no longer works--it's checking the contents of an id that no longer exists. Replacing the conditional with collapseTable(0) works, but sidesteps the original intent of the conditional, which I presume is to display the options if they've changed since last visit. Does that functionality still apply? While we're at it, is it possible to assign a named value to the collapsible table, so that it can be collapsed without referring to its position relative to other collapsible tables (which breaks the hider script on certain skins)? -[[User:Slitherrr|Slitherrr]]&lt;br /&gt;
&lt;br /&gt;
==How will merging/splitting topics work for backward compatibility linking==&lt;br /&gt;
I got thinking about this when helping work on the military pages, we're branching this out into squads/military/schedule/etc. because of how much more complex things have suddenly got with the military system. It was a natural direction to take things. What's the correct way to handle backward compatibility links in this situation? And now that I'm thinking about it, how about page merging? If we decide to merge anything how will that be handled? [[User:Doctorzuber|Doctorzuber]] 03:59, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Game object date boxes ==&lt;br /&gt;
&lt;br /&gt;
These boxes on  the creature pages need some kind of text formatting to stop them expanding to far. Just an example try the [[dog|dog]] page. --[[User:AKAfreaky|AKAfreaky]] 12:54, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Carrying over saved games? ==&lt;br /&gt;
&lt;br /&gt;
Hi, is it possible to carry over savegames from one version to the next, and if so, how do I do this? Thanks [[User:EddyP|EddyP]] 10:27, 13 April 2010 (UTC)&lt;br /&gt;
:It is possible - go to the /data folder and just copy the file called &amp;quot;save&amp;quot; to the /data folder in the new DF. You'll then have to edit the raws in each region folder (inside the save folder) to match the new raws in the main /raw folder (or just copy them over). --[[User:AKAfreaky|AKAfreaky]] 20:22, 13 April 2010 (UTC)&lt;br /&gt;
::As long as the &amp;quot;different versions&amp;quot; are within the same &amp;quot;generation&amp;quot; of Dwarf Fortress (i.e. 0.21 thru 0.23, 0.27 thru 0.28, or 0.31), this'll work. If you actually try to copy a saved game from 0.28.101.40d to 0.31.xx, expect it to fail in a very spectacular way. --[[User:Quietust|Quietust]] 20:51, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Quote wrong on main page==&lt;br /&gt;
The quote on the main page comes up with something to the effect that you cannot milk creatures.  This was true for 40d, but not for the most recent edition.--[[User:Kwieland|Kwieland]] 12:23, 21 April 2010 (UTC)&lt;br /&gt;
: ''&amp;quot;The alert statuses (i.e., &amp;quot;Stay Indoors&amp;quot;) have been entirely redone. You may set several custom alerts with user defined scheduling.&amp;quot;'' &lt;br /&gt;
: Is this really intended to be a main page quote? I thought the main pages quotes were usually . . . funny. [[User:Doctorzuber|Doctorzuber]] 02:38, 27 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Your ad here, free!&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
What's up with another ad space on the bottom of every page? We're getting to a point where more ads just cause more annoyance, not more profit. {{unsigned|213.157.252.41}}&lt;br /&gt;
:There are ads? Where? *turns off adblock* OH HOLY CRAP *quickly turns adblock back on* Yeah, if there are more ads than page it kinda defeats the point doesn't it? [[User:Volatar|Volatar]] 14:00, 5 May 2010 (UTC)&lt;br /&gt;
::The ad stuff is trying to get a baseline for different types of ads. We're hoping the button ads perform well enough that we can get rid of the larger banner ads. In 5 or so days the number of ads will decrease depending on what we find. [[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;]] 20:31, 5 May 2010 (UTC)&lt;br /&gt;
::Also, the &amp;quot;free&amp;quot; part is that ads with no bids can be obtained freely, but that'll disappear in the next few days as the ads establish a page view trend. (Which is why in 5 or so days we'll be getting rid of some ads.) [[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;]] 20:33, 5 May 2010 (UTC)&lt;br /&gt;
:::Good enough. Thanks for the explanation! {{unsigned|213.157.252.41}}&lt;br /&gt;
&lt;br /&gt;
::There are ads?? *switches to IE* oh, yeah, ads.. *switches back to opera* --[[Special:Contributions/92.202.79.42|92.202.79.42]] 11:48, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;The wiki currently has 3 articles. &amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
I'm assuming this has something to do with the recent namespace thing? --[[Special:Contributions/217.132.92.69|217.132.92.69]] 10:27, 6 May 2010 (UTC)&lt;br /&gt;
:Haha, yes, I'll get right on that. [[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;]] 18:04, 6 May 2010 (UTC)&lt;br /&gt;
::Looks like someone beat me too it. :( [[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;]] 18:05, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
I really like how the bar is counting down to zero. Keep templating, rawing and tableing all you want, eventually you will have to face the truth: to make a helpful wiki you need to ''play'' the game and add ''content''. --[[Special:Contributions/68.161.167.37|68.161.167.37]] 02:09, 9 May 2010 (UTC)&lt;br /&gt;
:What are you objecting to?  Someone said it would be a good idea to know &amp;quot;how close to 'complete' the wiki is&amp;quot;, we did that.  If you don't like it then you don't have to look at it.  I'd also like to ask why you think you have such a right to critisize others work after your... 3 edits?  [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:26, 10 May 2010 (UTC)&lt;br /&gt;
::I think the big problem is that the vast majority of 40d pages are still completely accurate or near-completely accurate to the new version, but little to no effort has been made to port them over.  Now that the latest version has been out for a while, I think it's reasonable to say that it's obvious that 'nuking' the 40d version by forcing it into a separate namespace instead of just trying to update it normally was a terrible mistake -- as was setting up this wretched namespace system, given that this is intended to be the ''last'' such gap between releases.  The change from 40d to 2010 wasn't nearly as sweeping in terms of underlying mechanics as some people on the Wiki thought it would be -- but now, because of the way the changeover was mishandled here, we're left basically rewriting or copy-pasting a bunch of pages for stuff that hasn't changed, and nobody actually wants to waste time doing that when perfectly good and accurate articles exist in 40d namespace.  Look at [[Animal Trap]], say -- the 40d version is detailed and near-perfectly accurate to DF2010, while the DF2010 version is barely more than a stubby paragraph.  This happens all over the place, because people were eager to rewrite (or create) the articles related to stuff that changed, but nobody wanted to waste time rewriting all the relatively accurate articles that were mindlessly pushed into a separate namespace in the botched shift.  --[[User:Aquillion|Aquillion]] 16:51, 9 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Legacy? SDL? ==&lt;br /&gt;
Could someone explain the difference between the legacy and SDL releases? Seems that information ought to be around here somewhere. Can't seem to find it if it is. --[[User:Doctorzuber|Doctorzuber]] 00:12, 21 June 2010 (UTC)&lt;br /&gt;
:From my guess, Legacy is the old version (without SDL), and the SDL... well you get it. --[[User:Hugna|Hugna]] 03:55, 21 June 2010 (UTC)&lt;br /&gt;
== New website==&lt;br /&gt;
I've got a new website up and running with drupal. It is about dwarf fortress and you can find it [http://darkcloudterrace.dyndns.info/drupal6/ Here darkcloudterrace] it has a forum for dwarf fortress&lt;br /&gt;
&lt;br /&gt;
== Download Mirrors Working or Broken ==&lt;br /&gt;
&lt;br /&gt;
I can't seem to download df_31_13 from any of the three mirrors on the front page. Is anyone else having a problem with them?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:55, 16 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=127512</id>
		<title>v0.31 Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=127512"/>
		<updated>2010-09-13T17:47:00Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Mill Plant - Closest Plant Not Milled First */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quality Discussions ==&lt;br /&gt;
I think this should be downgraded to an Elven article.  It looks like a stub to me. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Me|Me]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Well.. it doesn't have any red links, with many blues. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:92.10.72.113|92.10.72.113]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think it should be downgraded to +Fine+. There is a small, basic amount of information. No illustrations of how to hook up millstone to anything, no tips, etc.&lt;br /&gt;
&lt;br /&gt;
Too many articles are marked as +Exceptional+ currently, due to the switch from &amp;quot;Elven&amp;quot;, &amp;quot;Human&amp;quot;, &amp;quot;Dwarven&amp;quot; to &amp;quot;Tattered&amp;quot;, &amp;quot;Exceptional&amp;quot;, and &amp;quot;Masterwork&amp;quot;. Fine was added later, so most articles that SHOULD be marked &amp;quot;Fine&amp;quot; are currently marked &amp;quot;Exceptional&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I'm bumping this article down to &amp;quot;+Fine+&amp;quot;. Others can bump it up if they disagree with me. --[[User:Darkstar|Darkstar]] 21:24, 28 June 2010 (UTC)&lt;br /&gt;
:Ehhh... y'know, you could ADD those things you think should be in the article.  See?  I just did.  And then I put it back to Exceptional. --[[User:DeMatt|DeMatt]] 21:55, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Millstone in general ==&lt;br /&gt;
&lt;br /&gt;
...  What's the advantage of a millstone over a quern?  Is there any, really? --[[User:Aescula|Aescula]] 00:52, 1 September 2010 (UTC)&lt;br /&gt;
:: Not 100% sure of this, but I imagine it's speed. I don't know how fast a legendary miller can work a quern, whether it's still an appreciable amount of time, but milling with a powered millstone is just this side of instant. [[User:Niveras|Niveras]] 01:33, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mill Plant, Receive Seed ==&lt;br /&gt;
&lt;br /&gt;
Does milling a plant produce or a seed/spawn, or is the seed destroyed?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:51, 1 September 2010 (UTC)&lt;br /&gt;
:Milling a plant produces seeds. The only thing that '''doesn't''' yield seeds is cooking (and rotting, but that should be obvious enough). --[[User:Quietust|Quietust]] 19:20, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mill Plant - Closest Plant Not Milled First ==&lt;br /&gt;
&lt;br /&gt;
I surrounded a millstone with a stockpile of sliver barbs (hoping to get Sliver Dye quickly) and my millers still went to the more distant food pile to mill plants. It seems that the proximity of plants does not determine which one is chosen for milling.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:47, 13 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=127009</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=127009"/>
		<updated>2010-09-03T18:01:02Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Pit Goblins Is The Same As Freeing Them Into Your Fortress */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;br /&gt;
:I've often wondered how to take prisoners' items if my book keeper isn't skilled enough to list all the weapons/armor in the stocks screen. Just to clarify, you're doing [d]esignate-[b]set properties-[c]reclaim on the cage which is inside an animal stockpile?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Yes. Usually I build one cage and assign all the non-theif goblins to it.  I designate a garbage dump on the squares around the cage. After you claim the items using #1, then you need to follow #2 and #3 above. Namely dumping them and then claiming the cage so it isn't dumped.  If the cage is built, you don't have to immediately worry about them dumping it.  I've also found it convenient to have the cage/dump/stockpiles close to the depot to save the dwarves some time pathing.--[[User:Kwieland|Kwieland]] 19:36, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==The Non-nudists Approach to Disarming Slaves==&lt;br /&gt;
This isolates particular items on your prisoners, instead of leaving them wimpy and naked.  I perform this ritual before every execution, when my prisoners are all in one cage, but you could to it as easily with a stockpile of cages. We'll use hide because only you can flag items as hidden.  It can be  quite confusing to sort out which items are forbidden or dumped and when and where they were designated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;bookeepers and stocks: I'm not sure how bookkeeper accuracy works, but I haven't missed any weapons yet and my bookkeeper is only at high precision. &lt;br /&gt;
&amp;lt;sup&amp;gt;**&amp;lt;/sup&amp;gt;Achiles Heel alternative: Use the method below but remove only their footwear.  If your dwarves are armed with wooden weapons it may take several lucky hits to cripple their opponents.&lt;br /&gt;
&lt;br /&gt;
# d-b-c, to claim everything in the cage(s)&lt;br /&gt;
# d-b-h, to hide the cage and it's contents (oh no, the cage disappeared... It's still there, no worries)&lt;br /&gt;
# z, stocks*, weapons**, tab, d any item marked h&lt;br /&gt;
# d-b-H, to make the cage visible for your own sanity, because your dwarves don't care either way&lt;br /&gt;
&lt;br /&gt;
== Kill creatures in cages? ==&lt;br /&gt;
&lt;br /&gt;
Say I capture a bonobo in a cage trap. How can I slaughter the bonobo and eat it?&lt;br /&gt;
&lt;br /&gt;
As per 40d, you have to tame it first.--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
&lt;br /&gt;
This article should be copied over from 40d.  I don't see any differences (other than the dungeon master bug)--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's a wiki, you can feel free to do so yourself :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Release Large Animal ==&lt;br /&gt;
&lt;br /&gt;
When a caged creature gives birth, a dwarf with the Animal Training job may grab another cage and stand place the newborn creature in the new cage. The dwarf's job is listed as &amp;quot;Release Large Animal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:Never seen that before.  Are you sure the dwarf wasn't just releasing the animal so it could be milked/etc?  &lt;br /&gt;
&lt;br /&gt;
:Why do sometimes the newborn ends up in the cage with the mother, other times it is outside the cage?  I've seen both.--[[User:Kwieland|Kwieland]] 19:37, 22 July 2010 (UTC)&lt;br /&gt;
::RTFA, dwarfs let them out soon after birth if you don't assign them to the cage.&lt;br /&gt;
&lt;br /&gt;
==update from 40d==&lt;br /&gt;
&lt;br /&gt;
I took these sections out, as it fit into the wiki idea as I understand it.  Namely a place to explain the details and not tell people how to play the game.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build {{L|jail|prison}}s with only metal cages, and get as many prisoners as you can (ignoring {{L|mandate}}s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
While in the cage, the dwarf cannot be released using most &amp;quot;normal&amp;quot; methods, and will not be fed while in the cage.{{v|0.28.181.40d}}  To release the dwarf, you must attach the cage to a lever, and pull the lever to release the cage.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Many imaginatively sadistic methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''{{L|Dwarven Atom Smasher}}''': You can set up a 1-tile of garbage dump zone under a raised drawbridge, designate whatever cages with hostiles you have for dumping, and then pulverize them along with their inhabitants by lowering the bridge.&lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a {{L|chasm}}; then the edge of the tower (the abyss adjacent to the edge of the tower) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to {{L|reclaim|loot the corpses}} afterwards.  It is recommended to place a {{L|door}} between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.&lt;br /&gt;
&lt;br /&gt;
* '''Execution range''': Dig a medium sized pit (6x6 or more recommended) and set it as a pit/pond as you would with other methods. At one end of the pit, build a wall and cut fortifications in it. When you have prisoners, throw them into the pit and station your marksdwarves next to the wall. They will shoot through the wall, killing the creatures. It is recommended that you build a way for your dwarves to clean out the pit (bridge,floodgate,etc.) since you can store the remains until they become bones and them make more arrows for your marksdwarves to use.&lt;br /&gt;
&lt;br /&gt;
Some invaders, such as dwarfs, can not be assigned to a pit. Others, such as {{L|Thief|thieves}} and certain dangerous creatures (including {{L|Undead|undead}} and {{L|Chasm#Hazards|chasm dwellers}}), can easily escape if a dwarf tries to pull them out of the cage and drop them. In these cases, build the invader's cage in a pit and attach it to a lever, releasing it where your marksdwarves can safely kill it.&lt;br /&gt;
&lt;br /&gt;
*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally inaccessible. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever, and start the butchering.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a {{L|lever}} to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a {{L|floodgate}}; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dog is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your {{L|stone}} for something useful.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Injury shaft&amp;quot;''': This method does not kill prisoners so much as injure them, but it can result in death and is very amusing. Its usage and construction are similar to the Execution Shaft, except that it is only 2 or 3 z-levels deep and the door is replaced with a cage trap.  When dumped into the pit, the prisoner will be injured, attempt to escape, and run into the cage trap.  You then repeat the process until the prisoner dies slowly and painfully.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Siege engine target practice&amp;quot;''': Why waste good stone throwing it at a wall? Throw it at some captured goblins (or elves!) instead!&lt;br /&gt;
&lt;br /&gt;
*'''&amp;quot;A section of the cavern has collapsed&amp;quot;''': why bother with a bridge? Dig out a rocky overhang to use as a {{L|cave-in}} trap; surround the lone {{L|support}}, linked to a {{L|lever}}, with cages, stick the little bastards in the cages, and pull. Net result: 200 tons of rock lands on their heads, and there will be nothing to remind you of their existence save the fading clouds of dust.&lt;br /&gt;
&lt;br /&gt;
*'''Hello, goblin. I want to play a game'''. Why just kill them when you can sadistically watch them sprint through a labyrinth of fiendish death{{L|trap}}s? {{L|Pressure plate}} activated {{L|Dwarven Atom Smasher}}s, draw{{L|bridge}}s over a drop five Z-levels deep activated by pressure pad and lever, and floodgates unleashing tidal waves combine to produce a horrifically painful experience for the foolish goblins who dared attack your fortress. Time-consuming, but fun to watch.&lt;br /&gt;
&lt;br /&gt;
== Pit Goblins Is The Same As Freeing Them Into Your Fortress ==&lt;br /&gt;
&lt;br /&gt;
I had a bunch of goblins in cages, and I assigned them all to a Pit. Dwarves went to the animal stockpile, freed the goblins, and then started running away in fear of the goblins, effectively freeing them into my fortress.&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=126791</id>
		<title>v0.31 Talk:Millstone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Millstone&amp;diff=126791"/>
		<updated>2010-09-01T18:51:22Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Mill Plant, Receive Seed */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Quality Discussions ==&lt;br /&gt;
I think this should be downgraded to an Elven article.  It looks like a stub to me. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Me|Me]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Well.. it doesn't have any red links, with many blues. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:92.10.72.113|92.10.72.113]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I think it should be downgraded to +Fine+. There is a small, basic amount of information. No illustrations of how to hook up millstone to anything, no tips, etc.&lt;br /&gt;
&lt;br /&gt;
Too many articles are marked as +Exceptional+ currently, due to the switch from &amp;quot;Elven&amp;quot;, &amp;quot;Human&amp;quot;, &amp;quot;Dwarven&amp;quot; to &amp;quot;Tattered&amp;quot;, &amp;quot;Exceptional&amp;quot;, and &amp;quot;Masterwork&amp;quot;. Fine was added later, so most articles that SHOULD be marked &amp;quot;Fine&amp;quot; are currently marked &amp;quot;Exceptional&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
I'm bumping this article down to &amp;quot;+Fine+&amp;quot;. Others can bump it up if they disagree with me. --[[User:Darkstar|Darkstar]] 21:24, 28 June 2010 (UTC)&lt;br /&gt;
:Ehhh... y'know, you could ADD those things you think should be in the article.  See?  I just did.  And then I put it back to Exceptional. --[[User:DeMatt|DeMatt]] 21:55, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Millstone in general ==&lt;br /&gt;
&lt;br /&gt;
...  What's the advantage of a millstone over a quern?  Is there any, really? --[[User:Aescula|Aescula]] 00:52, 1 September 2010 (UTC)&lt;br /&gt;
:: Not 100% sure of this, but I imagine it's speed. I don't know how fast a legendary miller can work a quern, whether it's still an appreciable amount of time, but milling with a powered millstone is just this side of instant. [[User:Niveras|Niveras]] 01:33, 1 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mill Plant, Receive Seed ==&lt;br /&gt;
&lt;br /&gt;
Does milling a plant produce or a seed/spawn, or is the seed destroyed?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:51, 1 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Goblinite&amp;diff=126403</id>
		<title>v0.34 Talk:Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Goblinite&amp;diff=126403"/>
		<updated>2010-08-26T17:57:47Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: cleaning up duplicates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How do I get rid of Goblinite? ==&lt;br /&gt;
&lt;br /&gt;
I killed some invading goblins and they dropped socks and tunics. I've tried dumping them, moving them by building stuff on them, and everything I can think of, and in every game of DF I've ever played, these items always just stay on the ground and cannot be dumped. I have a refuse stockpile which is not full and Gather Refuse From Outside is enabled. How do I dump these items.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:48, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Enable collection of refuse from outdoors. Also, items marked for Dumping end up in garbage dump activity zones (ideally ones placed underneath a raised drawbridge), not refuse stockpiles. --[[User:Quietust|Quietust]] 23:24, 15 July 2010 (UTC)&lt;br /&gt;
:Sometimes dwarves claim cloth goblinite for themselves. If they don't own a cabinet, the clothes won't be hauled into any stockpile or dumped. You can check if this is the case by loo{{k|k}}ing at the items: If they are owned by a dwarf, you could just build him a cabinet.--[[User:Doub|Doub]] 11:38, 16 July 2010 (UTC)&lt;br /&gt;
::This was the issue - cloth goblinite was claimed as soon as its owner was killed, and the dwarves had nowhere to put their socks and tunics. To each dwarf that had claimed a piece, I assigned a bedroom with a cabinet, and they stored the items in their rooms.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:38, 26 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please excuse Quietust being little rough, but you have to understand that the (or a) '''wiki''' is for '''finding answers''' and the '''forum''' ([http://www.bay12games.com/forum/index.php here]) is perfect place to '''ask questions''' . And messing a page up with your question isn't the right way, if every one would do this.. hmm maybe you can imagine. Back to topic: could it be that the stuff is forbidden? Try reclaiming it. Of course you could also try smashing it with a [[DF2010:Dwarven atom smasher|DAS]]. Greetings --[[User:Used|Used]] 21:16, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hauling is, generally speaking, a low-priority task. After you {{L|reclaim}} the goblinite, the job might still get buried way down in the stack so that the socks sit out there season after season. You can try using specialized haulers, reforbidding/unforbidding the item again, and placing stockpiles nearby. When a caravan comes, you should be able to designate non-refuse items for trade and they'll have a higher haul priority (of course, they won't be listed in their normal categories, so you'll have to do it from the general designate-for-trade screen). -- [[User:Ancient History|Ancient History]] 21:29, 15 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=126400</id>
		<title>v0.31 Talk:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Finished_goods&amp;diff=126400"/>
		<updated>2010-08-26T13:37:43Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* What to do with Artifact Crafts */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Glass Crafts?==&lt;br /&gt;
Under Large Gems, &amp;quot;Gems and glass also have a chance to be cut into crafts this way&amp;quot;. In 40d, cutting glass would only result in large gems, '''never''' crafts. Considering this section was copied almost verbatim from [[40d:Trade good]], it would be nice to have some proof that glass crafts actually exist in 0.31 (and should probably be noted as a difference from previous versions). Additionally, the Materials table suggests that glass ''cannot'' be made into crafts, so this is inconsistent. --[[User:Quietust|Quietust]] 18:48, 8 June 2010 (UTC)&lt;br /&gt;
:There IS a chance for raw glass (and presumably other raw gems, too) to be cut into crafts.  I ordered 20 cuttings of each type, having stocked up on trader-supplied raw glass, and of 20 green and 17 clear (thus far), I've gotten 1 large green, 4 large clear, 1 clear amulet, and 1 clear crown, plus the 19 cut green and 11 cut clear.  It's nto a very LARGE chance, by any means.  Certainly the amulet and the crown didn't come from any other glass source - I haven't built the necessary furnace yet. --[[User:DeMatt|DeMatt]] 21:16, 8 June 2010 (UTC)&lt;br /&gt;
: I too have seen glass crafts appear from cut raw glass, or I wouldn't have changed it. In fact, it also happened in 40d. I know this because I never order my glassmakers to make glass crafts: I order them to make raw glass for my jewelry industry, and some raw glass ended up as glass crafts. They are probably named identically as glass crafts derived the more direct way, which I imagine is where the confusion comes from. That's a good point about the material table, however, and I will correct that. EDIT: It appears you cannot make glass crafts directly. That makes the presence of glass rings in my fortresses even more strong evidence for crafts coming from gem cutters.[[User:JohnnyMadhouse|JohnnyMadhouse]] 22:29, 8 June 2010 (UTC)&lt;br /&gt;
::Okay, now that the jobs are done, I ended up with:&lt;br /&gt;
::{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Green&lt;br /&gt;
! Clear&lt;br /&gt;
! Crystal&lt;br /&gt;
|-&lt;br /&gt;
| Cut Gems&lt;br /&gt;
| 19&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| Large Gems&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Amulets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| Scepters&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Crowns&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| Bracelets&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
::I didn't restrict by skill or anything, so I've got no idea who did which item.  It does seem relevant that the green glass, which went first, didn't get cut into any crafts... that seems to imply that higher skill makes crafts more likely, just as higher skill makes large gems more likely. --[[User:DeMatt|DeMatt]] 22:44, 8 June 2010 (UTC)&lt;br /&gt;
:::Back in one of my 40d forts, I trained several gem cutters to Legendary on glass alone, cutting hundreds of pieces of raw green glass in the process. I ended up with tons of large green glass gems (which ended up getting claimed by my philosopher and dungeon master), but '''no''' crafts. I never did the same thing with clear glass (though I certainly could have - a different fort churned out several thousand clear glass blocks to make a 23 Z-level pyramid as well as some floating battlements) or crystal glass (due to the extreme scarcity of rock crystals back in 40d). If anybody does manage to get a green glass craft in 0.31, then it'd be quite definitive proof that the behavior was changed. Cutting ''rough gems'' was always capable of producing crafts, possibly even back in the 2D version, just not raw glass. --[[User:Quietust|Quietust]] 23:31, 8 June 2010 (UTC)&lt;br /&gt;
::::Here is some proof. It's even version specific, with a self portrait figurine by the cutter. &lt;br /&gt;
[[File:Glass_Crafts.png]]&lt;br /&gt;
 Not only are glass crafts possible, but they happen quite often. &lt;br /&gt;
&lt;br /&gt;
EDIT: After testing in 40d, it appears that you are right about crafts not appearing. 276 cut green glass gems and 152 large green glass gems agree with you!&lt;br /&gt;
[[User:JohnnyMadhouse|JohnnyMadhouse]] 00:36, 9 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== What to do with Artifact Crafts ==&lt;br /&gt;
&lt;br /&gt;
I keep getting artifact wood crowns and toy boats and stuff. What do I do with all these artifact crafts? Specifically, how do I prevent them from getting stolen.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 13:37, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Goblinite&amp;diff=126397</id>
		<title>v0.34 Talk:Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Goblinite&amp;diff=126397"/>
		<updated>2010-08-26T12:38:06Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* How do I get rid of cloth goblinite? */ Solved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== How do I get rid of Goblinite? ==&lt;br /&gt;
&lt;br /&gt;
I killed some invading goblins and they dropped socks and tunics. I've tried dumping them, moving them by building stuff on them, and everything I can think of, and in every game of DF I've ever played, these items always just stay on the ground and cannot be dumped. I have a refuse stockpile which is not full and Gather Refuse From Outside is enabled. How do I dump these items.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:48, 14 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Please excuse Quietust being little rough, but you have to understand that the (or a) '''wiki''' is for '''finding answers''' and the '''forum''' ([http://www.bay12games.com/forum/index.php here]) is perfect place to '''ask questions''' . And messing a page up with your question isn't the right way, if every one would do this.. hmm maybe you can imagine. Back to topic: could it be that the stuff is forbidden? Try reclaiming it. Of course you could also try smashing it with a [[DF2010:Dwarven atom smasher|DAS]]. Greetings --[[User:Used|Used]] 21:16, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hauling is, generally speaking, a low-priority task. After you {{L|reclaim}} the goblinite, the job might still get buried way down in the stack so that the socks sit out there season after season. You can try using specialized haulers, reforbidding/unforbidding the item again, and placing stockpiles nearby. When a caravan comes, you should be able to designate non-refuse items for trade and they'll have a higher haul priority (of course, they won't be listed in their normal categories, so you'll have to do it from the general designate-for-trade screen). -- [[User:Ancient History|Ancient History]] 21:29, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==How do I get rid of cloth goblinite?==&lt;br /&gt;
I killed some invading goblins and they dropped socks and tunics. I've tried dumping them, moving them by building stuff on them, and everything I can think of, and in every game of DF I've ever played, these items always just stay on the ground and cannot be dumped. I have a refuse stockpile which is not full and Gather Refuse From Outside is enabled. How do I dump these items.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:48, 14 July 2010 (UTC)&lt;br /&gt;
:Enable collection of refuse from outdoors. Also, items marked for Dumping end up in garbage dump activity zones (ideally ones placed underneath a raised drawbridge), not refuse stockpiles. --[[User:Quietust|Quietust]] 23:24, 15 July 2010 (UTC)&lt;br /&gt;
:Sometimes dwarves claim cloth goblinite for themselves. If they don't own a cabinet, the clothes won't be hauled into any stockpile or dumped. You can check if this is the case by loo{{k|k}}ing at the items: If they are owned by a dwarf, you could just build him a cabinet.--[[User:Doub|Doub]] 11:38, 16 July 2010 (UTC)&lt;br /&gt;
::This was the issue - cloth goblinite was claimed as soon as its owner was killed, and the dwarves had nowhere to put their socks and tunics. To each dwarf that had claimed a piece, I assigned a bedroom with a cabinet, and they stored the items in their rooms.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 12:38, 26 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Opal&amp;diff=126005</id>
		<title>v0.31 Talk:Opal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Opal&amp;diff=126005"/>
		<updated>2010-08-19T18:57:35Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Since this is a month of the Dwarven calendar as well as a gem, should it have its own stub? For each of the other months, a separate page existed. This includes Moonstone, which is also a gem. To be fair, the {{L|Moonstone}} page is pretty sparse. I'm still too new to know when to create a page and when a convention says not to. --[[User:Hikus|Hikus]] 16:57, 19 August 2010 (UTC)&lt;br /&gt;
:This is a tough call because &amp;quot;Opal&amp;quot; is not a specific gem (which would warrant its own page) but a family of gems. An &amp;quot;Opal&amp;quot; page would contain only a list of opals, and the reference to the dwarven calendar. This is probably why a seperate page has not yet been created for it.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:57, 19 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=125938</id>
		<title>v0.31:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Floodgate&amp;diff=125938"/>
		<updated>2010-08-18T19:41:38Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Magma Control */ Verified - my open magma-safe floodgate was set up with non-safe mechanisms, and was destroyed when magma flowed over it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''floodgate''' is a gate which allows the control of the flow of liquids such as {{l|water}} or {{l|magma}}. They are operated by {{L|mechanism}}s such as {{l|lever}}s or {{l|pressure plate}}s which open and close them. When closed they behave like walls, but allow liquids, objects, and {{L|creatures}} to pass over them when opened.&lt;br /&gt;
&lt;br /&gt;
They can be manufactured from {{l|stone}} (at a {{l|mason's workshop}}), {{l|wood}} (at a {{l|carpenter's workshop}}), {{l|metal}} (at a {{l|metalsmith's forge}}), or {{l|glass}} (at a {{l|glass furnace}}). Once manufactured, they are built in the desired location using the keys {{k|b}}, {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
[[image:Colossus_in_Arena.png|thumb|right| &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Colossus in Arena'''&amp;lt;br /&amp;gt; This image depicts some orthodox and unorthodox uses of floodgates to control the mixing of creatures and liquids in this arena. The gates, shown in-game as X, act as liquid stoppers and {{L|jail}} doors.]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Floodgates are used to control the flow of liquid. Because of the {{l|water|usefulness}} of certain liquids and the {{l|magma|danger}} posed by others, floodgates have a wide range of applications in any dwarven settlement.&lt;br /&gt;
&lt;br /&gt;
They are instrumental in controlled {{l|irrigation}} for {{l|farm}}ing, or controlled {{l|flood}}ing for {{l|drowning}} {{l|elf|annoying}} {{l|goblin|visitors}}.&lt;br /&gt;
&lt;br /&gt;
==Placement==&lt;br /&gt;
&lt;br /&gt;
Floodgates are constructed {{l|orthogonal}}ly on a solid, {{l|water depth|unflooded}} floor in the 'closed' position (note that this means it is possible for careless dwarves to trap themselves on the wrong side of the gate). Adjacent walls are not necessary. A {{l|mechanic}} must then link up a {{l|lever}} or other triggering mechanism to the floodgate. This requires two {{l|mechanism}}s; the mechanic will haul one mechanism to the trigger, work for awhile, and then haul the other mechanism to the floodgate to complete the task.&lt;br /&gt;
&lt;br /&gt;
To avoid trapping a dwarf on the wrong side of the floodgate it is building, build walls in the spaces you don’t want the dwarf in ({{k|b}}, {{k|C}}, {{k|w}}).  Then suspend the build order on those walls.  Once the floodgate is built, you can cancel the walls.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Activation==&lt;br /&gt;
&lt;br /&gt;
Once the lever is pulled, the floodgate will open. When the lever is pulled again, the floodgate will close. This will destroy (not displace) any liquid occupying the same tile as the floodgate. Objects on the floodgate's tile, however, cannot be destroyed this way - in fact, the floodgate will refuse to close. Any object, everything from {{L|sword}}s to {{L|sock}}s to {{L|stone}}s to scorpion {{L|corpse}}s, can jam the floodgate this way. Once the object is removed, however, the floodgate will grind shut by itself.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Magma Control==&lt;br /&gt;
&lt;br /&gt;
Floodgates will resist magma when closed, just as a constructed {{L|wall}} would, but when opened will be destroyed if they are not made from {{l|magma-safe|magma-safe materials}}. The mechanisms used in the construction of the floodgate must also be magma-safe to prevent this.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=125764</id>
		<title>v0.31 Talk:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Burrow&amp;diff=125764"/>
		<updated>2010-08-17T15:05:56Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Questions=&lt;br /&gt;
How do I restrict civilian dwarves to a specific burrow? --[[User:Markavian|Markavian]] 23:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: When civilians are added to a burrow [w][c][enter] they are automatically restricted to the burrow's boundaries. --[[User:Markavian|Markavian]] 09:00, 5 April 2010 (UTC)&lt;br /&gt;
* Answer: You can also restrict civilians to a burrow with an alert state. An active alert specifying a burrow will direct all non-military dwarves to go to that burrow. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
::How do I set civilians to an alert state?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:05, 17 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
If I add a dwarf to a burrow, will he starve when no food is available in that burrow? -Xeiki&lt;br /&gt;
* Answer: No. He will head outside the burrow to look for food or drink. [[Special:Contributions/216.110.94.227|216.110.94.227]] 17:50, 16 April 2010 (UTC)&lt;br /&gt;
*Nota Bene: He will not be choosy, though. If only water is available in his burrow, he will drink it, possibly impairing his work ability from lack of alchohol. Dwarves will also leave burrows to sleep. --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I revert to the old military system?&lt;br /&gt;
&lt;br /&gt;
*Answer: You play 40d. Sorry. (Just learn to adapt, the new one is actually pretty cool.) --[[User:Zombiejustice|Zombiejustice]] 19:33, 16 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will a dwarf remain injured, or will he path to a hospital if injured regardless of burrow location? [[Special:Contributions/97.103.188.15|97.103.188.15]] 01:11, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
How do I restrict only animals to a certain burrow? [[User:Richards|Richards]] 04:38, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Answer: Animals ignore burrow's, you can't restrict them.  They do like meeting areas, cages, and chains though.  Or just i -&amp;gt; Pit them into holding room with no exits. --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Will dwarves cross non burrow territory if two parts of the same burrow aren't connected?  &lt;br /&gt;
If I make a travel burrow containing all the halls/main stair ways, a mason's burrow, and a stone stockpile burrow.  Then assign the masons to all three.  Will the dwarves take from one burrow, travel through another, and work in the third? (I need a dwarftherapist for burrows...) --[[User:Altaree|Altaree]] 14:23, 28 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
with burrows, and many other game features things often don't quite do what they're supposed to do. There are many open threads about pathfinding issues on the bug tracker right now, so far there doesn't seem to much in the way of clear answers as to what exactly is going on. One tactic that does seem to at least temporarily fix many pathing problems is to save, close the game completely, and reload your save. This is believed to be because of some sort of caching behavior. [[User:Doctorzuber|Doctorzuber]] 15:24, 6 April 2010 (UTC)&lt;br /&gt;
:Locking and unlocking a door also fixes pathing. Changing the map like this seems to force the connectivity map to recalculate. [[User:Vattic|Vattic]] 22:45, 7 April 2010 (UTC)&lt;br /&gt;
::The pathing problems were fixed in 0.31.03 [[User:Immibis|Immibis]] 07:52, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Does the pathfinding section belong in the Burrow page, or should it have its own? --[[User:HammerDave|HammerDave]] 16:39, 16 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=125201</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=125201"/>
		<updated>2010-08-12T19:45:34Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Article reads Currently Functional but does not mention quiver */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it may be worth noting that the dwarf that is using the archery target does not appear to be active duty at the time he is shooting. It certainly doesn't show an archer dwarf on his unit list. --[[User:Railick|Railick]] 17:19, 21 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The archery targets are supposedly fixed now. I just have one question: how do you make any?! Pulling up the job manager, I get nothing when I type either &amp;quot;archery&amp;quot; or &amp;quot;target&amp;quot;. This is doubly puzzling because I've made them before and--yes--I have the latest version. I should note that I'm on DFG, Mayday's DF (wherein, again, I've made targets before). Is it just the fact that I just woke up, or did they get nerfed in DFG?&amp;lt;/s&amp;gt;&lt;br /&gt;
:Definitely the fact that I just woke up; they're built on-site with raw resources such as walls and floors, via {{Key|b}}&amp;gt;{{Key|A}}. --[[User:Bronzebeard|Bronzebeard]] 18:48, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what exactly do &amp;quot;{{k|i}}ndiv eq&amp;quot; and s{{k|q}}uad Eq do?  Did they replace individual training and group training? --[[User:KaelemGaen|KaelemGaen]] 11:29, 28 July 2010 (UTC)&lt;br /&gt;
:Those settings refer to '''eq'''uipment storage and not training --[[User:Harmonica|Harmonica]] 08:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article reads Currently Functional but does not mention quiver ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves need a quiver to train at archery targets? The main article says that archery targets are functional but does not mention quivers.&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=123779</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=123779"/>
		<updated>2010-08-05T14:33:26Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Where to get sliver barbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;br /&gt;
::How about the other values? Has it been ''verified for this version'' the number that each process produces? For instance, doesn't processing thread produce more than one thread for each plant? --[[User:Eagle0600|Eagle0600]] 05:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
I was wondering which reactions give seeds and which don't. I'm not sure if it would be appropriate to list here or not. Is cooking the only reaction that does not give seeds for all plants? Do both brewing and milling cave wheat give seeds?&lt;br /&gt;
:Brewing has been verified to grant two seeds per plant. --[[User:Eagle0600|Eagle0600]] 05:19, 7 April 2010 (UTC)&lt;br /&gt;
::Are you sure it always gives two seeds? In 40d it gave 1-2 seeds when the plants were eaten/brewed/milled/processed. --[[User:Pugi|Pugi]] 08:04, 8 April 2010 (UTC)&lt;br /&gt;
:::More thorough testing will be required. I might do that, but not right now. --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Value ==&lt;br /&gt;
&lt;br /&gt;
The value for plants is 2*StructuralMaterialValue for all plants I've seen. Has someone tested the values of those with only 1 value? I know which part of the raws ''could'' do this, but I want to see it verified that it ''does''. --[[User:Eagle0600|Eagle0600]] 05:21, 7 April 2010 (UTC)&lt;br /&gt;
:I did not veryfiy the values, i just calculated the value by [MATERIAL_VALUE:x]*[VALUE:y]. In some cases there was so [VALUE:x] tag, in which cases i used 1. I don't know if these values are correct, so someone has to check them for correctness or just remove/change them, when it is wrong. --[[User:Pugi|Pugi]] 08:01, 8 April 2010 (UTC)&lt;br /&gt;
::So... you might be wrong, and you don't add a {{verify}}? Pulling data from the raw files is good and all, but you have to actually know which parts do what, and we don't yet. I haven't had much luck finding one of these plants in-game yet, do you want to? --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes of  0.31.2 ==&lt;br /&gt;
&lt;br /&gt;
EDIBLE_VERMIN and EDIBLE_COOKED added to the seeds of plump helmet, pig tail, cave wheat, sweet pod, quarry bush(also added EDIBLE_RAW), prickle berries, wild strawberries, longland grass, rat weed, fisher berries, rope reed, dimple cup, blade weed, hide root, sliver barb, sun berry, and whip vine. This leaves muck root, bloated tuber, kobold bulb, and valley herb - the un-farmable plants - without the tags, and quarry bush with a unique case of having seeds that are edible raw. How should we reflect this in the article? Should we leave it to the plant-specific articles? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quarry bush also has leaves that are edible raw now. Which makes the information allready there accurate. Which it wasn't when it was added by Quietust. Did you have fore-knowledge that Toady was going to change that? Or were you guessing? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More care please ==&lt;br /&gt;
Just dump the raws, or worse, copy old info, without even looking in-game? ''And'' not understanding the game mechanics. Lets stick with the values the game gives us first, and use ''then'' the raws to verify and explain, please. --[[User:Birthright|Birthright]] 01:24, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where to get sliver barbs ==&lt;br /&gt;
&lt;br /&gt;
Hi, I started in a haunted non-freezing biome, and there's no plants. Where do I get sliver barbs?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:46, 26 July 2010 (UTC)&lt;br /&gt;
:There are ''lots'' of biomes that can be &amp;quot;non-freezing&amp;quot;, including '''deserts''' which can easily be entirely devoid of plant life. --[[User:Quietust|Quietust]] 19:11, 26 July 2010 (UTC)&lt;br /&gt;
::I tried an evil forest (haunted or sinister) and was only able to Gather wild strawberries and longland grass. Just can't seem to find sliver barb anywhere. Does anyone have experience gathering this crop? I'm wondering if it only grows in areas with dead trees or something..--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:25, 27 July 2010 (UTC)&lt;br /&gt;
:::In an evil non-freezing biome with all dead trees, there were no plants at all. I'm starting to wonder if Sliver Barbs are an urban legend. Would like to hear from anyone who's had success gathering or farming them.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:35, 28 July 2010 (UTC)&lt;br /&gt;
::::Ah, finally some success! I've found sliver barbs in terrifying savannas during two seperate embarks. There were many ogres.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:03, 30 July 2010 (UTC)&lt;br /&gt;
:::::I should mention for anyone who wants black dye, that sliver barbs do not appear to grow in an area without Glumprongs (the purple trees). If you embark in an evil area and you see only green trees, sliver barbs will not be available.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:33, 5 August 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma_forge&amp;diff=123397</id>
		<title>v0.31:Magma forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma_forge&amp;diff=123397"/>
		<updated>2010-08-02T11:58:28Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: added info for making mechanisms (labor=mechanics) at the forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Workshop|name=Magma forge|key=v|job=Weaponsmith, Armorsmith, Metalsmith, Crossbow-making, Mechanic&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
* {{L|Anvil}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Weaponsmith|Weaponsmithing}}&lt;br /&gt;
* {{L|Armorsmith|Armoring}}&lt;br /&gt;
* {{L|Metalsmith|Blacksmithing}}&lt;br /&gt;
* {{L|Metal crafter|Metalcrafting}}&lt;br /&gt;
* {{L|Mechanic|Mechanics}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Metal|Metal bars}}&lt;br /&gt;
|production=&lt;br /&gt;
*{{L|Crafts}} &lt;br /&gt;
*{{L|Goblet}}s (x3 from one metal bar)&lt;br /&gt;
*{{L|Toy}}&lt;br /&gt;
*{{L|Instrument}}&lt;br /&gt;
*{{L|Vial|Flask}}s (x3 from one metal bar)&lt;br /&gt;
*{{L|Coins}} (x500 from one metal bar)&lt;br /&gt;
*{{L|Stud|Studding}}&lt;br /&gt;
*{{L|Furniture}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''magma forge''' is a {{L|workshop}} used by {{L|dwarf|dwarves}} to turn {{L|metal|metal bars}} into useful objects such as {{L|weapon|weapons}}, {{L|armor}}, {{L|furniture}}, {{L|coins}}, {{L|ammunition}} for {{L|siege}} equipment and {{L|crossbow|crossbows}}, {{L|trap component|trap components}}, and other {{L|finished goods}}. &lt;br /&gt;
&lt;br /&gt;
To build a magma forge, you must have {{L|fire-safe}} materials, an {{L|anvil}}, and a build site with at least one tile open over {{L|magma}} at least 4/7 deep. Placing the impassable sections of the workshop over the magma will prevent dwarves from getting knocked in and prevent magma creatures from crawling out.&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of {{L|labor}} enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*{{L|Weaponsmith|Weaponsmithing}} -- {{L|weapon|weapons}}, {{L|trap}} components, {{L|bolt|bolts}}, and {{L|ballista arrowhead|ballista arrowheads}}&lt;br /&gt;
*{{L|Armorsmith|Armoring}} (armorer) -- {{L|armor}}&lt;br /&gt;
*{{L|Metal crafter|Metalcrafting}} -- {{L|Restraint|chains}}, and everything in the &amp;quot;Other Objects&amp;quot; category ({{L|craft|crafts}}, {{L|coins}}, {{L|goblet|goblets}}, {{L|stud|studding}}, etc.), except anvils &lt;br /&gt;
*{{L|Blacksmith|Blacksmithing}} -- Anvils, {{L|block}}s, and all {{L|furniture}} except chains.&lt;br /&gt;
*{{L|Trapper|Trapping}} -- Animal Traps.&lt;br /&gt;
*{{L|Mechanic|Mechanics}} -- Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Metalsmith's forge}}&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=123163</id>
		<title>v0.31 Talk:Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Advanced_world_generation&amp;diff=123163"/>
		<updated>2010-07-30T18:18:30Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Log Reject Reasons */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page needs some grammar checking.  I don't have enough experience with the latest version to correct it though.  Is there a tag or template I should add for this type of error? --[[User:Altaree|Altaree]] 13:10, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I cleaned up the Cavern Parameters section, based on some worldgen testing.  Seems like some of the info was wrong, although it might just be referring to events later in the game - it was a little hard to parse.  Still not sure what the z-levels section is supposed to mean, so I left it alone. --[[User:Runcible_spoon|Runcible_spoon]] 15:32, 18 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
The options in the &amp;quot;z-levels&amp;quot; section seem to refer to how much rock there is between cavern features. See http://www.bay12forums.com/smf/index.php?topic=20638.msg1135248#msg1135248. That said, I'm still unsure quite how the 'huge' underground is genned - modifying some of the default templates only ended up with ca 50 underground levels. More testing needed, evidently. --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:12, 5 May 2010 (UTC) BertieB&lt;br /&gt;
:D'oh! I was confused by the info on the page and thought there were only 5 possible levels for each z-level item, when on checking there are actually up to 100 possible. Smashing! --[[Special:Contributions/87.194.186.154|87.194.186.154]] 11:17, 5 May 2010 (UTC)&lt;br /&gt;
:This needs more testing, but I'm led to believe that the first option, LEVELS_ABOVE_LAYER_1 affects in fact the number of layers between the last rock layer and the first cavern layer, ie. the height of the cavern. I bumped it up to 20 and ended up with a few ridiculously high caverns. --[[User:Alkarlosse|Alkarlosse]] 11:10, 8 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Log Reject Reasons ==&lt;br /&gt;
&lt;br /&gt;
Hi, how do I get a log of why each map was rejected during worldgen?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:18, 30 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=123161</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=123161"/>
		<updated>2010-07-30T18:03:19Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Where to get sliver barbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;br /&gt;
::How about the other values? Has it been ''verified for this version'' the number that each process produces? For instance, doesn't processing thread produce more than one thread for each plant? --[[User:Eagle0600|Eagle0600]] 05:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
I was wondering which reactions give seeds and which don't. I'm not sure if it would be appropriate to list here or not. Is cooking the only reaction that does not give seeds for all plants? Do both brewing and milling cave wheat give seeds?&lt;br /&gt;
:Brewing has been verified to grant two seeds per plant. --[[User:Eagle0600|Eagle0600]] 05:19, 7 April 2010 (UTC)&lt;br /&gt;
::Are you sure it always gives two seeds? In 40d it gave 1-2 seeds when the plants were eaten/brewed/milled/processed. --[[User:Pugi|Pugi]] 08:04, 8 April 2010 (UTC)&lt;br /&gt;
:::More thorough testing will be required. I might do that, but not right now. --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Value ==&lt;br /&gt;
&lt;br /&gt;
The value for plants is 2*StructuralMaterialValue for all plants I've seen. Has someone tested the values of those with only 1 value? I know which part of the raws ''could'' do this, but I want to see it verified that it ''does''. --[[User:Eagle0600|Eagle0600]] 05:21, 7 April 2010 (UTC)&lt;br /&gt;
:I did not veryfiy the values, i just calculated the value by [MATERIAL_VALUE:x]*[VALUE:y]. In some cases there was so [VALUE:x] tag, in which cases i used 1. I don't know if these values are correct, so someone has to check them for correctness or just remove/change them, when it is wrong. --[[User:Pugi|Pugi]] 08:01, 8 April 2010 (UTC)&lt;br /&gt;
::So... you might be wrong, and you don't add a {{verify}}? Pulling data from the raw files is good and all, but you have to actually know which parts do what, and we don't yet. I haven't had much luck finding one of these plants in-game yet, do you want to? --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes of  0.31.2 ==&lt;br /&gt;
&lt;br /&gt;
EDIBLE_VERMIN and EDIBLE_COOKED added to the seeds of plump helmet, pig tail, cave wheat, sweet pod, quarry bush(also added EDIBLE_RAW), prickle berries, wild strawberries, longland grass, rat weed, fisher berries, rope reed, dimple cup, blade weed, hide root, sliver barb, sun berry, and whip vine. This leaves muck root, bloated tuber, kobold bulb, and valley herb - the un-farmable plants - without the tags, and quarry bush with a unique case of having seeds that are edible raw. How should we reflect this in the article? Should we leave it to the plant-specific articles? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quarry bush also has leaves that are edible raw now. Which makes the information allready there accurate. Which it wasn't when it was added by Quietust. Did you have fore-knowledge that Toady was going to change that? Or were you guessing? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More care please ==&lt;br /&gt;
Just dump the raws, or worse, copy old info, without even looking in-game? ''And'' not understanding the game mechanics. Lets stick with the values the game gives us first, and use ''then'' the raws to verify and explain, please. --[[User:Birthright|Birthright]] 01:24, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where to get sliver barbs ==&lt;br /&gt;
&lt;br /&gt;
Hi, I started in a haunted non-freezing biome, and there's no plants. Where do I get sliver barbs?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:46, 26 July 2010 (UTC)&lt;br /&gt;
:There are ''lots'' of biomes that can be &amp;quot;non-freezing&amp;quot;, including '''deserts''' which can easily be entirely devoid of plant life. --[[User:Quietust|Quietust]] 19:11, 26 July 2010 (UTC)&lt;br /&gt;
::I tried an evil forest (haunted or sinister) and was only able to Gather wild strawberries and longland grass. Just can't seem to find sliver barb anywhere. Does anyone have experience gathering this crop? I'm wondering if it only grows in areas with dead trees or something..--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:25, 27 July 2010 (UTC)&lt;br /&gt;
:::In an evil non-freezing biome with all dead trees, there were no plants at all. I'm starting to wonder if Sliver Barbs are an urban legend. Would like to hear from anyone who's had success gathering or farming them.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:35, 28 July 2010 (UTC)&lt;br /&gt;
::::Ah, finally some success! I've found sliver barbs in terrifying savannas during two seperate embarks. There were many ogres.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:03, 30 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122880</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122880"/>
		<updated>2010-07-28T19:35:50Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: The elusive sliver barb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;br /&gt;
::How about the other values? Has it been ''verified for this version'' the number that each process produces? For instance, doesn't processing thread produce more than one thread for each plant? --[[User:Eagle0600|Eagle0600]] 05:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
I was wondering which reactions give seeds and which don't. I'm not sure if it would be appropriate to list here or not. Is cooking the only reaction that does not give seeds for all plants? Do both brewing and milling cave wheat give seeds?&lt;br /&gt;
:Brewing has been verified to grant two seeds per plant. --[[User:Eagle0600|Eagle0600]] 05:19, 7 April 2010 (UTC)&lt;br /&gt;
::Are you sure it always gives two seeds? In 40d it gave 1-2 seeds when the plants were eaten/brewed/milled/processed. --[[User:Pugi|Pugi]] 08:04, 8 April 2010 (UTC)&lt;br /&gt;
:::More thorough testing will be required. I might do that, but not right now. --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Value ==&lt;br /&gt;
&lt;br /&gt;
The value for plants is 2*StructuralMaterialValue for all plants I've seen. Has someone tested the values of those with only 1 value? I know which part of the raws ''could'' do this, but I want to see it verified that it ''does''. --[[User:Eagle0600|Eagle0600]] 05:21, 7 April 2010 (UTC)&lt;br /&gt;
:I did not veryfiy the values, i just calculated the value by [MATERIAL_VALUE:x]*[VALUE:y]. In some cases there was so [VALUE:x] tag, in which cases i used 1. I don't know if these values are correct, so someone has to check them for correctness or just remove/change them, when it is wrong. --[[User:Pugi|Pugi]] 08:01, 8 April 2010 (UTC)&lt;br /&gt;
::So... you might be wrong, and you don't add a {{verify}}? Pulling data from the raw files is good and all, but you have to actually know which parts do what, and we don't yet. I haven't had much luck finding one of these plants in-game yet, do you want to? --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes of  0.31.2 ==&lt;br /&gt;
&lt;br /&gt;
EDIBLE_VERMIN and EDIBLE_COOKED added to the seeds of plump helmet, pig tail, cave wheat, sweet pod, quarry bush(also added EDIBLE_RAW), prickle berries, wild strawberries, longland grass, rat weed, fisher berries, rope reed, dimple cup, blade weed, hide root, sliver barb, sun berry, and whip vine. This leaves muck root, bloated tuber, kobold bulb, and valley herb - the un-farmable plants - without the tags, and quarry bush with a unique case of having seeds that are edible raw. How should we reflect this in the article? Should we leave it to the plant-specific articles? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quarry bush also has leaves that are edible raw now. Which makes the information allready there accurate. Which it wasn't when it was added by Quietust. Did you have fore-knowledge that Toady was going to change that? Or were you guessing? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More care please ==&lt;br /&gt;
Just dump the raws, or worse, copy old info, without even looking in-game? ''And'' not understanding the game mechanics. Lets stick with the values the game gives us first, and use ''then'' the raws to verify and explain, please. --[[User:Birthright|Birthright]] 01:24, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where to get sliver barbs ==&lt;br /&gt;
&lt;br /&gt;
Hi, I started in a haunted non-freezing biome, and there's no plants. Where do I get sliver barbs?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:46, 26 July 2010 (UTC)&lt;br /&gt;
:There are ''lots'' of biomes that can be &amp;quot;non-freezing&amp;quot;, including '''deserts''' which can easily be entirely devoid of plant life. --[[User:Quietust|Quietust]] 19:11, 26 July 2010 (UTC)&lt;br /&gt;
::I tried an evil forest (haunted or sinister) and was only able to Gather wild strawberries and longland grass. Just can't seem to find sliver barb anywhere. Does anyone have experience gathering this crop? I'm wondering if it only grows in areas with dead trees or something..--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:25, 27 July 2010 (UTC)&lt;br /&gt;
:::In an evil non-freezing biome with all dead trees, there were no plants at all. I'm starting to wonder if Sliver Barbs are an urban legend. Would like to hear from anyone who's had success gathering or farming them.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:35, 28 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122686</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122686"/>
		<updated>2010-07-27T16:25:13Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Where to get sliver barbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;br /&gt;
::How about the other values? Has it been ''verified for this version'' the number that each process produces? For instance, doesn't processing thread produce more than one thread for each plant? --[[User:Eagle0600|Eagle0600]] 05:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
I was wondering which reactions give seeds and which don't. I'm not sure if it would be appropriate to list here or not. Is cooking the only reaction that does not give seeds for all plants? Do both brewing and milling cave wheat give seeds?&lt;br /&gt;
:Brewing has been verified to grant two seeds per plant. --[[User:Eagle0600|Eagle0600]] 05:19, 7 April 2010 (UTC)&lt;br /&gt;
::Are you sure it always gives two seeds? In 40d it gave 1-2 seeds when the plants were eaten/brewed/milled/processed. --[[User:Pugi|Pugi]] 08:04, 8 April 2010 (UTC)&lt;br /&gt;
:::More thorough testing will be required. I might do that, but not right now. --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Value ==&lt;br /&gt;
&lt;br /&gt;
The value for plants is 2*StructuralMaterialValue for all plants I've seen. Has someone tested the values of those with only 1 value? I know which part of the raws ''could'' do this, but I want to see it verified that it ''does''. --[[User:Eagle0600|Eagle0600]] 05:21, 7 April 2010 (UTC)&lt;br /&gt;
:I did not veryfiy the values, i just calculated the value by [MATERIAL_VALUE:x]*[VALUE:y]. In some cases there was so [VALUE:x] tag, in which cases i used 1. I don't know if these values are correct, so someone has to check them for correctness or just remove/change them, when it is wrong. --[[User:Pugi|Pugi]] 08:01, 8 April 2010 (UTC)&lt;br /&gt;
::So... you might be wrong, and you don't add a {{verify}}? Pulling data from the raw files is good and all, but you have to actually know which parts do what, and we don't yet. I haven't had much luck finding one of these plants in-game yet, do you want to? --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes of  0.31.2 ==&lt;br /&gt;
&lt;br /&gt;
EDIBLE_VERMIN and EDIBLE_COOKED added to the seeds of plump helmet, pig tail, cave wheat, sweet pod, quarry bush(also added EDIBLE_RAW), prickle berries, wild strawberries, longland grass, rat weed, fisher berries, rope reed, dimple cup, blade weed, hide root, sliver barb, sun berry, and whip vine. This leaves muck root, bloated tuber, kobold bulb, and valley herb - the un-farmable plants - without the tags, and quarry bush with a unique case of having seeds that are edible raw. How should we reflect this in the article? Should we leave it to the plant-specific articles? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quarry bush also has leaves that are edible raw now. Which makes the information allready there accurate. Which it wasn't when it was added by Quietust. Did you have fore-knowledge that Toady was going to change that? Or were you guessing? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More care please ==&lt;br /&gt;
Just dump the raws, or worse, copy old info, without even looking in-game? ''And'' not understanding the game mechanics. Lets stick with the values the game gives us first, and use ''then'' the raws to verify and explain, please. --[[User:Birthright|Birthright]] 01:24, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where to get sliver barbs ==&lt;br /&gt;
&lt;br /&gt;
Hi, I started in a haunted non-freezing biome, and there's no plants. Where do I get sliver barbs?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:46, 26 July 2010 (UTC)&lt;br /&gt;
:There are ''lots'' of biomes that can be &amp;quot;non-freezing&amp;quot;, including '''deserts''' which can easily be entirely devoid of plant life. --[[User:Quietust|Quietust]] 19:11, 26 July 2010 (UTC)&lt;br /&gt;
::I tried an evil forest (haunted or sinister) and was only able to Gather wild strawberries and longland grass. Just can't seem to find sliver barb anywhere. Does anyone have experience gathering this crop? I'm wondering if it only grows in areas with dead trees or something..--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:25, 27 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122615</id>
		<title>v0.31 Talk:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crop&amp;diff=122615"/>
		<updated>2010-07-26T18:46:16Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Where to get sliver barbs */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had the entries sorted by RAW order, for easier editing. As it so happens, it's also a rough order of importance, too. If someone wants to order it by any particular attribute, that's what the little icons at the top of the table are for. --[[User:Eagle0600|Eagle0600]] 19:15, 6 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Product Value ==&lt;br /&gt;
&lt;br /&gt;
Where did those product values come from? The material values of dwarven syrup and dwarven sugar are both 20, dwarven syrup is listed as 100. I realise that it probably has something to do with stack size, but that is not made clear. Also, is it verified for this version? This is why I was hesitant to add those values. --[[User:Eagle0600|Eagle0600]] 19:35, 6 April 2010 (UTC)&lt;br /&gt;
:The product value given is the value of the products created from processing one plant. As you surmised, it's the stack size. A single plant will process to a stack of five syrups, hence the value of 100. This is consistent with how the wiki has presented it in previous versions, since it's more useful for comparisons that way. You're right that it does need a footnote, or something. --[[User:Morlark|Morlark]]&lt;br /&gt;
::How about the other values? Has it been ''verified for this version'' the number that each process produces? For instance, doesn't processing thread produce more than one thread for each plant? --[[User:Eagle0600|Eagle0600]] 05:17, 7 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
&lt;br /&gt;
I was wondering which reactions give seeds and which don't. I'm not sure if it would be appropriate to list here or not. Is cooking the only reaction that does not give seeds for all plants? Do both brewing and milling cave wheat give seeds?&lt;br /&gt;
:Brewing has been verified to grant two seeds per plant. --[[User:Eagle0600|Eagle0600]] 05:19, 7 April 2010 (UTC)&lt;br /&gt;
::Are you sure it always gives two seeds? In 40d it gave 1-2 seeds when the plants were eaten/brewed/milled/processed. --[[User:Pugi|Pugi]] 08:04, 8 April 2010 (UTC)&lt;br /&gt;
:::More thorough testing will be required. I might do that, but not right now. --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Plant Value ==&lt;br /&gt;
&lt;br /&gt;
The value for plants is 2*StructuralMaterialValue for all plants I've seen. Has someone tested the values of those with only 1 value? I know which part of the raws ''could'' do this, but I want to see it verified that it ''does''. --[[User:Eagle0600|Eagle0600]] 05:21, 7 April 2010 (UTC)&lt;br /&gt;
:I did not veryfiy the values, i just calculated the value by [MATERIAL_VALUE:x]*[VALUE:y]. In some cases there was so [VALUE:x] tag, in which cases i used 1. I don't know if these values are correct, so someone has to check them for correctness or just remove/change them, when it is wrong. --[[User:Pugi|Pugi]] 08:01, 8 April 2010 (UTC)&lt;br /&gt;
::So... you might be wrong, and you don't add a {{verify}}? Pulling data from the raw files is good and all, but you have to actually know which parts do what, and we don't yet. I haven't had much luck finding one of these plants in-game yet, do you want to? --[[User:Eagle0600|Eagle0600]] 04:25, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Changes of  0.31.2 ==&lt;br /&gt;
&lt;br /&gt;
EDIBLE_VERMIN and EDIBLE_COOKED added to the seeds of plump helmet, pig tail, cave wheat, sweet pod, quarry bush(also added EDIBLE_RAW), prickle berries, wild strawberries, longland grass, rat weed, fisher berries, rope reed, dimple cup, blade weed, hide root, sliver barb, sun berry, and whip vine. This leaves muck root, bloated tuber, kobold bulb, and valley herb - the un-farmable plants - without the tags, and quarry bush with a unique case of having seeds that are edible raw. How should we reflect this in the article? Should we leave it to the plant-specific articles? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The quarry bush also has leaves that are edible raw now. Which makes the information allready there accurate. Which it wasn't when it was added by Quietust. Did you have fore-knowledge that Toady was going to change that? Or were you guessing? --[[User:Eagle0600|Eagle0600]] 04:35, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== More care please ==&lt;br /&gt;
Just dump the raws, or worse, copy old info, without even looking in-game? ''And'' not understanding the game mechanics. Lets stick with the values the game gives us first, and use ''then'' the raws to verify and explain, please. --[[User:Birthright|Birthright]] 01:24, 12 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Where to get sliver barbs ==&lt;br /&gt;
&lt;br /&gt;
Hi, I started in a haunted non-freezing biome, and there's no plants. Where do I get sliver barbs?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:46, 26 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Judge_of_intent&amp;diff=122613</id>
		<title>v0.31:Judge of intent</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Judge_of_intent&amp;diff=122613"/>
		<updated>2010-07-26T17:48:57Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: added link to trade#merchant_mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
'''Judge of intent''' is a {{L|social skill}} used by dwarves while chattering amongst themselves and avoiding work. This is an important {{L|broker}} skill, as it allows the broker to tell how a trader feels about a particular deal.&lt;br /&gt;
&lt;br /&gt;
To train this skill, let dwarves idle and chatter amongst themselves.&lt;br /&gt;
&lt;br /&gt;
If your appraiser has a certain proficiency in this skill, you will get messages about your trading partner's willingness to trade. See {{L|Trade#Merchant_mood}}.&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=122310</id>
		<title>v0.31 Talk:Attack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Attack&amp;diff=122310"/>
		<updated>2010-07-23T20:03:00Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Don't make no sense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created this page - until someone learns the full military interface, this is all(?) they need. It's all I needed.  Might be better moved to a diff title, like &amp;quot;To kill a thief&amp;quot;, but this is what I thought of first.--[[User:Albedo|Albedo]] 01:02, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Not sure if I agree with the need for this article, If it does stay around, it needs to be cleaned up. [[User:Doctorzuber|Doctorzuber]] 08:30, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you understand how military works, you don't need this article.  The &amp;quot;need&amp;quot; for this article is, as I said above, for those who don't want to slog through 3 long, complex articles to fully understand {{L|military}}, {{L|squad}}s and {{L|scheduling}} just to have a couple nearby dwarfs run off a tribe of macaques or raccoons in the first season. (Not sure what &amp;quot;cleaning up&amp;quot; you think it needs, but knock yourself out.)--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::That's a mighty big if, and the whole reason for the existence of wikis is to provide that understanding. [[User:AngleWyrm|- AngleWyrm]] 22:49, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I agree that there is an audience for this article. It should probably be linked from the tutorial or quickstart guide. --[[User:Zombiejustice|Zombiejustice]] 21:31, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Definitely useful, at least for now. To be honest I was close to giving up on the new military system as hopelessly broken and this page is part of what convinced me otherwise. [[User:ManaUser|ManaUser]] 23:37, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:First, thank you for writing this detailed explanation, it's been a big help for me. Second, ''how do you cancel a kill order?'' I sent my main squad to go kill a thief, who then escaped off the edge of the map. The squad still has &amp;quot;Kill So-and-So&amp;quot; as their task. I don't want to destroy my squad, it's all set up with custom weapons, a schedule, and a lot of elbow grease to make that happen. I've found the answer to this question, and added a paragraph at the end on how to do it. [[User:AngleWyrm|- AngleWyrm]] 22:49, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Don't make no sense==&lt;br /&gt;
Why have the commander be someone you DON'T want fighting? Why the doctor? --[[User:Zombiejustice|Zombiejustice]] 03:54, 20 April 2010 (UTC)&lt;br /&gt;
:&amp;lt;sigh&amp;gt; Okay, fair enough. (Altho' this discussion really doesn't belong here, but...)&amp;lt;br /&amp;gt;&lt;br /&gt;
:This article is not about &amp;quot;permanent&amp;quot; military, but only about short-term, &amp;quot;right now&amp;quot; military, right? So, you want to use the &amp;quot;nearest&amp;quot; dwarfs, not wait for those who are trained - and might be across the map.  So while you ''can'' designate a squad off your Militia Commander, you won't want to unless they happen to be right there by the target - unlikely.  So you find the ''nearest'' dwarf (or so), make ''them'' a militia captain (for this effort only), and build off of them.&lt;br /&gt;
&lt;br /&gt;
:Why not the doctor? Simply because you don't want your doctor to get hurt or die! Who will patch them up? Who will patch up anyone else?! If you make the doctor the M Commander, and have a policy to never build a squad off of that designated noble, then they will never be sent off toward trouble.  That, and since the Commander has no skills that matter, you'll never(?) have to replace that position because the old one ran off and got themself killed.&lt;br /&gt;
&lt;br /&gt;
:But if that still &amp;quot;don't make sense&amp;quot; and you want to send your doctor into battle, don't let ''me'' stop you!--[[User:Albedo|Albedo]] 20:05, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Are you angry? I'm not calling you out, I'm just naturally curious about other people's play styles. Your explanation here clarified the points of my confusion; I think the article could benefit from parts of it. I'll edit them in. --[[User:Zombiejustice|Zombiejustice]] 21:23, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:This had me confused too. Given that this page is supposed to represent the simplest possible way to attack, why not just designate the guy who should attack as commander in the first place? Yes the other way works, by why do an extra step? [[User:ManaUser|ManaUser]] 23:38, 25 April 2010 (UTC)&lt;br /&gt;
::I'd also like some clarification here. Why is it necessary to have a &amp;quot;nearby&amp;quot; non-combat dorf (ie. the doctor) as militia commander, when the commander could be one of the drafted dorfs that's closest to the target?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 20:03, 23 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Using Weapons at Hand ==&lt;br /&gt;
&lt;br /&gt;
I just used this procedure to fend of some Macaques, and it's handy. The one change I made was to fiddle with the per-dwarf equipment designation until they all said something like 'use preferred weapon', since the dwarves I drafted were all holding weapons. It got my miner to do some brutal things with his pick. and made me remember that woodsdwarfing doesn't give you axe skill ^_^. Not sure if it's nessecary, as I didn't test without it. --[[User:Star Weaver|Star Weaver]] 23:53, 20 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Quick Question ==&lt;br /&gt;
&lt;br /&gt;
Whilst I'm away from my own computer - can the 'k'ill command be used on your own dwarves?&lt;br /&gt;
:I know it can be used on them if they are beserk, but I don't think it works otherwise.  Could be wrong, though. --[[User:Kyle Solo|Kyle Solo]] 15:59, 10 June 2010 (UTC)&lt;br /&gt;
: Damn.. I was hoping it might provide an answer to my migrant problem :P&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122174</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122174"/>
		<updated>2010-07-21T17:12:28Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* How to strip prisoners */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;br /&gt;
:I've often wondered how to take prisoners' items if my book keeper isn't skilled enough to list all the weapons/armor in the stocks screen. Just to clarify, you're doing [d]esignate-[b]set properties-[c]reclaim on the cage which is inside an animal stockpile?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kill creatures in cages? ==&lt;br /&gt;
&lt;br /&gt;
Say I capture a bonobo in a cage trap. How can I slaughter the bonobo and eat it?&lt;br /&gt;
&lt;br /&gt;
As per 40d, you have to tame it first.--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
&lt;br /&gt;
This article should be copied over from 40d.  I don't see any differences (other than the dungeon master bug)--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's a wiki, you can feel free to do so yourself :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:04, 21 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=121997</id>
		<title>v0.31 Talk:Screw pump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Screw_pump&amp;diff=121997"/>
		<updated>2010-07-20T19:29:58Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Pumps will transfer power vertically as they did in 40d. It is confirmed they function in all respects as they did in the previous version. For information on vertical power transfer see Pump Stack in the article.&lt;br /&gt;
:Moved this to here from the article. [[User:Oddtwang of Dork|Oddtwang of Dork]] 22:00, 28 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
About the service area in the picture.  You can use a door at the impassible part of the screw pump instead of using two doors.  The dwarves can dig and move diagonally. --[[User:Altaree|Altaree]] 15:38, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
it can be ... operated by ... using gear assemblies connected to water wheels and/or windmills. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
A gear assembly is not necessary. It is possible to build a water wheel, connected to a horizontal axle, connected to a screw pump. The screw pump will function as intended.&lt;br /&gt;
&lt;br /&gt;
== Pump Speed ==&lt;br /&gt;
&lt;br /&gt;
How much water do screw pumps move?  Is it 1/7 of water per game frame?  If you wanted to build a 1x1 waterfall that operated constantly without sourcing any new water, how many pump stacks would you need?&lt;br /&gt;
&lt;br /&gt;
:A lot. I don't know. Less than one, so to speak ;) In any case, channel the water through a diagonal after the pump --[[Special:Contributions/92.202.29.45|92.202.29.45]] 17:16, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I believe they move 7/7 per step. Make sure your drainage is good :) [[Special:Contributions/66.30.8.88|66.30.8.88]] 21:27, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Magma-Safe Pump ==&lt;br /&gt;
&lt;br /&gt;
How is it possible to make a magma-safe pump (or rather, one which does not degrade into its component parts), since pipe sections and corkscrews can (apparently) only be made of wood? [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
* Nevermind, pipe sections and corkscrews can be made of metal, just not rock.  Leaving this here in case anyone else has a similar concern. [[User:Rodya mirov|Rodya mirov]]&lt;br /&gt;
&lt;br /&gt;
The entry implies that you can pump magma with a pump containing some wooden parts.  This is very misleading because while you can fill an area on the other side of it with some magma, the pump pretty much instantly catches on fire, and within a couple minutes will fall apart.--[[User:Krenn|Krenn]] 06:40, 9 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Desalinating water ==&lt;br /&gt;
&lt;br /&gt;
Can someone add an idiot-proof explanation for how pumps desalinate water? I can't get it to work.&lt;br /&gt;
&lt;br /&gt;
Here's my setup:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 (saltwater lake)&amp;lt;br/&amp;gt;&lt;br /&gt;
   %&amp;lt;br/&amp;gt;&lt;br /&gt;
╔═0%0&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;
╚═══╝&amp;lt;br/&amp;gt;&lt;br /&gt;
 ▲&lt;br /&gt;
&lt;br /&gt;
Pump pumping north to south from the lake, ramps put in for access while constructing, floor built under first tile of the pump. When I order the pump to be started, the reservoir gets filled. I stopped the pumping before the reservoir overfilled, then designated the level above as a zone. Water source does not highlight, and designating it doesn't work.&lt;br /&gt;
&lt;br /&gt;
Initially I did the above but had not built a floor tile under the exit end of the pump, which did not work. I removed the pump, put in the floor, waited for all the water to evaporate and tried again - no dice. Does that mean mud will contaminate the water and make it salty?&lt;br /&gt;
:See [[Salt_water]] - you have to pump the salt water into a completely constructed cistern. The water inside the cistern will be desalinated.&lt;br /&gt;
&lt;br /&gt;
== Pumping FPS ==&lt;br /&gt;
&lt;br /&gt;
I have built about 110 pumps in a stack to get magma to the surface. After I have turned them on, the FPS dropped to &amp;lt;1 (with typical FPS about ~60) until all stack containments filled up to the 7/7. [[User:WFrag|WFrag]] 06:24, 25 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=121570</id>
		<title>User talk:Quietust</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Quietust&amp;diff=121570"/>
		<updated>2010-07-15T19:41:39Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: goblinite discussion question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;3&amp;quot; border=&amp;quot;0&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background-color:#ead&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Instructions for a Pleasant Talk Experience&lt;br /&gt;
|-&lt;br /&gt;
|In the interest of keeping discussions in one place:&lt;br /&gt;
*If I posted a note on ''your'' talk page with a question or a comment, please post your response on ''your'' talk page. It's easier to keep track of a discussion when it's all in the same place.&lt;br /&gt;
*If you wish to post a comment on ''my'' talk page, add it to the ''top'' of the [[#Comments|Comments]] section and begin it with a level 3 header (i.e. &amp;quot;===Subject===&amp;quot;, 3 equals signs). As with above, I will keep my replies here on this page.&lt;br /&gt;
*If you would like [[User:QuietBot|QuietBot]] to perform a bunch of predictable edits, add a comment to the ''top'' of the [[#Bot Requests|Bot Requests]] section and begin it with a level 3 header. As with normal comments, replies will also be posted solely on ''my'' talk page.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Comments==&lt;br /&gt;
:Please place new comments at the ''top'' of this section. If you are replying to a message I placed on your user talk page, please place the reply on ''your'' talk page and place your signature in the &amp;quot;[[#Reply Notification|Reply Notification]]&amp;quot; section above. To add a comment, simply [http://df.magmawiki.com/index.php?title=User_talk:Quietust&amp;amp;action=edit&amp;amp;section=2 edit this section] and add a new subsection (with ''three'' equals signs around the title).&lt;br /&gt;
&lt;br /&gt;
=== Talk page for Goblinite ===&lt;br /&gt;
:I don't have permission to create the discussion page for Goblinite. You recently undid my question on the subject (without answering it, I might add) so could you please create a talk page for Goblinite so I can ask my question there.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:41, 15 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Regarding Spam Bots ===&lt;br /&gt;
Just leave a message on my talk page if you come across some that aren't being dealt with in terms of ban hammering. I always check the wiki for messages once a day, but sometimes things get buried in recent changes before I see them. So uhh yeah! [[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;]] 10:29, 15 June 2010 (UTC)  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Biome Table===&lt;br /&gt;
I like to thank you for your work on the biome table, it's a lot better now. I'm trying to make the whole biome stuff a bit clearer. Ah, and also thanks for fixing some of the typos, my mother tongue is german but I try to do my best in english ;).&lt;br /&gt;
&lt;br /&gt;
Greetings and keep up the great work here in the wiki. [[User:Used|Used]] 15:58, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
You. rock.  Holy. crap. --[[User:Briess|Briess]] 19:33, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The tiny column of raws is unusable. I think we're better off not having it in the same place as the creature box. [[User:VengefulDonut|VengefulDonut]] 12:29, 5 May 2010 (UTC)&lt;br /&gt;
::I could've told you that myself. In fact, so could [[User:Used]], who tried widening the new gamedata box a bit over a week ago only to be overruled by Briess when it messed up the creature pages. --[[User:Quietust|Quietust]] 13:05, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Here's an idea:&lt;br /&gt;
:Let's stick the raw lookup template for the individual creatures and such on their /raw page and pull that using the gamedata template on the main page. Thoughts? [[User:VengefulDonut|VengefulDonut]] 14:45, 5 May 2010 (UTC)&lt;br /&gt;
::An interesting idea, and one that would probably be easy enough to automate. It would also make the name-&amp;gt;ID and name-&amp;gt;raw_file.txt lookup tables unnecessary, since the /raw pages could just be made to contain something like &amp;lt;nowiki&amp;gt;{{raw2:DF2010:creature_standard.txt|CREATURE|DWARF}}&amp;lt;/nowiki&amp;gt;. However, it'll also result in a ton of tiny pages to maintain, especially those that use DF2010:creature_standard.txt which had been split into 3 parts to stop it from crashing PCRE. --[[User:Quietust|Quietust]] 14:55, 5 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Then it will probably be easier to deal with if you keep the lookup template active. That way if a file needs to be split again then only the lookup changes. You think you could make your bot stick the appropriate things on the raw pages? Also, maybe lump them into a raw file category. [[User:VengefulDonut|VengefulDonut]] 15:47, 5 May 2010 (UTC)&lt;br /&gt;
::::Clearly, the &amp;quot;file&amp;quot; lookup should be kept; however, I figure the &amp;quot;id&amp;quot; lookup could probably be dropped since there's no reason they would ever need to change (and the only reason I added them was because I was looking up the raws based on the page name). See [[DF2010:Beetle/raw]] for a sample data page using both templates - dropping down to just the one lookup will change it as follows and necessitate changing the &amp;quot;file lookup&amp;quot; template to translate from raw ID to filename rather than general name to filename. --[[User:Quietust|Quietust]] 17:41, 5 May 2010 (UTC)&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|beetle}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|beetle}}|CREATURE|{{DF2010:Creature id lookup|beetle}}}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;{{#ifexist:{{DF2010:Creature file lookup|BEETLE}}|{{#tag:nowiki|{{raw2|{{DF2010:Creature file lookup|BEETLE}}|CREATURE|BEETLE}}}}|Unable to locate raws!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
::::Also, I'd prefer to get some sort of consensus before continuing that we really want to create all of these /raw subpages. --[[User:Quietust|Quietust]] 21:55, 5 May 2010 (UTC)&lt;br /&gt;
:::::The process of creating these /raw subpages started quite a while back, and has continued in a haphazard way since. The only difference is yours automatically updates itself. [[User:VengefulDonut|VengefulDonut]] 03:05, 6 May 2010 (UTC)&lt;br /&gt;
::::::My concern is that the templates I've written effectively make the /raw pages completely unnecessary, hence my wanting to make sure we still want to go in the direction of using the /raw pages at all. --[[User:Quietust|Quietust]] 04:27, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Your templates make it easy to put a raw in the box, but for the really wide raw entries that cause scrolling, seeing it on a page is easier to use. So a slight adaptation of what you have enables both. [[User:VengefulDonut|VengefulDonut]] 05:29, 6 May 2010 (UTC)&lt;br /&gt;
::::::::Fair enough. That aside, which of the above should I use? Lookup both the object ID and raw file from the creature name hardcoded into the page, or lookup just the raw file from the object ID hardcoded into the page (dropping &amp;quot;Creature id lookup&amp;quot; and rewriting &amp;quot;Creature file lookup&amp;quot;)? Should that code go directly in the /raw pages, or should we put it into {{tl|creature raw}} instead (which has now gone unused)? Also, feel free to mess around with the &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;'d&amp;lt;/nowiki&amp;gt; formatting on [[DF2010:Beetle/raw]] (possibly put it inside another template or two - 'begin' and 'end', perhaps - in case we want to change it in the future) - given the number of /raw pages this will create (just short of 700), I'd prefer to get them right the first time. I've already got the bot script itself written, and it'll just be a matter of changing the line where it assembles the page contents. --[[User:Quietust|Quietust]] 12:55, 6 May 2010 (UTC)&lt;br /&gt;
:::::::I think we should stick as little on the page as possible. If each page is just a template or two with simple parameters, switching things out later will be easy. I'm imagining something like this:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{creaturesomething|creature}}&amp;lt;noinclude&amp;gt;{{creaturerawcat|creature}}&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:::::::where ''creature'' is either the name or the id. I think id is better since that reduces the total amount of plumbing we need to have, and the it's less likely to be changed in the future since objects in DF refer to each other by id. Then on template:creaturesomething we can stick all the formatting and a call to {{t|creature raw}}, which we can make a straightforward raw-delivery function (which is useful elsewhere; eg: {{t|creatureInfo}}). Template:creaturerawcat can contain &amp;lt;nowiki&amp;gt;{{category|raw pages}}&amp;lt;/nowiki&amp;gt; for now, but maybe later we'll want to rename the category or put a more complex hierarchy there. [[User:VengefulDonut|VengefulDonut]] 13:48, 6 May 2010 (UTC)&lt;br /&gt;
::::::::If we include any formatting in template:creaturesomething itself, then that formatting will just appear as plain text in the &amp;quot;Raws&amp;quot; box at the bottom of the creature page, and we don't want that, hence putting it inside templates and transcluding it inside &amp;lt;nowiki&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;/nowiki&amp;gt; tags before and after the actual data. --[[User:Quietust|Quietust]] 13:57, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Take a look now [[User:VengefulDonut|VengefulDonut]] 14:18, 6 May 2010 (UTC)&lt;br /&gt;
:::::::Well, I think I like the header and footer system more anyway. That way only the actual raw text is transcluded from the raw page. [[User:VengefulDonut|VengefulDonut]]&lt;br /&gt;
:::::::You should pass the creature id parameter into the header and footer as well. It will keep our options open [[User:VengefulDonut|VengefulDonut]] 14:44, 6 May 2010 (UTC)&lt;br /&gt;
::::::::It is done. I also figured it might be useful to also pass the object type (lowercase with spaces) as another parameter. Now all that remains is to readd {{tl|gamedata}} to every creature/plant page. Oh, and probably go back and create stub pages for all of the vermin fish (since they also got /raw pages) rather than just redirecting them to [[Fish]]. --[[User:Quietust|Quietust]] 15:31, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Good idea===&lt;br /&gt;
[[User:VengefulDonut|VengefulDonut]] 02:19, 30 April 2010 (UTC)&lt;br /&gt;
:Also, dealing with metals should be feasible now :) [[User:VengefulDonut|VengefulDonut]] 02:23, 30 April 2010 (UTC)&lt;br /&gt;
:Well, maybe not.. the way the alloy templates are set up will make it nasty. Do you think anyone will mind if they're scrapped? [[User:VengefulDonut|VengefulDonut]] 02:29, 30 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Bituminous coal ===&lt;br /&gt;
&lt;br /&gt;
Oops. Not sure how that came about Oo [[User:VengefulDonut|VengefulDonut]] 21:34, 26 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Raws===&lt;br /&gt;
I set the query for random page to prevent finding pages with /raw in the title ( NOT LIKE '%/raw') for now, and once we have the handy dandy fancy raw extractor stuff, we'll use that. --[[User:Briess|Briess]] 12:59, 23 April 2010 (UTC)&lt;br /&gt;
:P.S. thanks for letting me know about that potential problem ;) --[[User:Briess|Briess]] 13:00, 23 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Template:23a Metal===&lt;br /&gt;
I was just curious about this new template. Is there a particular reason that a new template was necessary? I had thought that the regular Template:Metal was fully version-independent, but I could be wrong. I'm just interested in helping make templates as reusable as possible. &lt;br /&gt;
--[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 15:29, 21 April 2010 (UTC)&lt;br /&gt;
:Metals in 0.23.130.23a don't necessarily use the same foreground color for bars and for background-colored furniture - for example, copper bars are brown and produce brown furniture, but copper barrels are '''red''' with a brown background, while bronze is yellow and a bronze barrel is yellow with a brown background. I was also trying to replicate the original infobox template used on the old wiki, since it depicted the source materials as ores rather than metal bars (and in the 2D version, you could '''only''' make alloys from ores, never bars). There's also the fact that the newer templates unconditionally include Construction as an option, and constructions did not exist back in 23a. The {{tl|23a Ore}} template was made for a similar reason - the current one doesn't handle the unmined tile and the mined stone being different colors (even in current versions, only a few stones actually behave that way, and none of them are ores), and there was no such thing as an economic stone back then (so it was completely impossible to use ores for masonry or stonecrafting). --[[User:Quietust|Quietust]] 15:50, 21 April 2010 (UTC)&lt;br /&gt;
::Thanks for the response. I guess it just irritates me on some fundamental level that all of the templates can't be re-used across all of the version namespaces, but it does not seem like it would be worth the time investment in this case to make the changes. It must be the latent programmer coming out in me. At least it seems like the majority of the templates will work OK between the new version and 40d. One tiny suggention I would make though, you may want to add &amp;lt;nowiki&amp;gt;{{Category|Metals}} and {{Category|Ore}}&amp;lt;/nowiki&amp;gt; respectively to those two templates, so the pages get filed appropriately. :) --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:14, 21 April 2010 (UTC)&lt;br /&gt;
:::It's one thing to have forward compatibility, but given the huge amount of changes between the 2D and 3D versions it's not surprising that some of the current templates don't work with the old stuff. Also, by &amp;quot;those two templates&amp;quot;, should I assume that you meant {{tl|Metal}} and {{tl|Ore}} as well as {{tl|23a Metal}} and {{tl|23a Ore}}? --[[User:Quietust|Quietust]] 18:24, 21 April 2010 (UTC)&lt;br /&gt;
::::Ugh, my apologies, apparently I was ''assuming'' that the [[Template:Metal|Metal]] and [[Template:Ore|Ore]] templates already had category tags in them. Instead I just looked and it seems like the category tags were manually placed on each individual page. Sorry about that. Having the tags added by the template saves a lot of editing in my opinion, but it's up to you how you want to handle it. I'll work on prying my foot out of my mouth. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 18:44, 21 April 2010 (UTC)&lt;br /&gt;
:::::There's also the minor annoyance that including the {{tl|Category}} tag in the template itself also causes the template to be categorized if it transcludes itself as an example, which isn't what we want. If we know that the {{tl|Category}} template will never be used to categorize templates, it would be easy enough to just place a check inside the template itself to check if the namespace is &amp;quot;Template&amp;quot; and simply omit the category tag entirely. --[[User:Quietust|Quietust]] 18:48, 21 April 2010 (UTC)&lt;br /&gt;
::::::That funcionality is already built into [[Template:Category]], with room for expansion should you want to use it to categorize other types of pages. Just a simple #switch on the page namespace. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:24, 21 April 2010 (UTC)&lt;br /&gt;
:::::::Actually, no it isn't - while the template can change '''which''' category gets included, it does not prevent a category tag from being added at all. This would be easy enough to fix - just wrap the outer Category tag with &amp;lt;nowiki&amp;gt;{{#ifeq:{{NAMESPACE}}:Template||...}}&amp;lt;/nowiki&amp;gt;. --[[User:Quietust|Quietust]] 19:27, 21 April 2010 (UTC)&lt;br /&gt;
::::::::Sorry, I misunderstood what you were saying. If I understand correctly, isn't this the same issue you encounter when inlcuding a normal category tag in a template? Like you said, it shouldn't be a big issue to correct, although I have noticed that Mediawiki doesn't always resolve the markup language in the order that I expect it to. I suppose it could also be fixed on each template that transcludes it, but that defeats the purpose. --[[User:Soy|Soy]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;([[User_talk:Soy|T]]-[[Special:Contributions/Soy|C]])&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; 19:49, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===bar vs bars===&lt;br /&gt;
&lt;br /&gt;
 It doesn't matter that they're called &amp;quot;bars&amp;quot; in game, since the style guide dictates singular forms &lt;br /&gt;
Yes, as the correct game term it does matter, and no, the style guide doesn't &amp;quot;dictate&amp;quot; that. It specifically says ''&amp;quot;Exceptions are proper nouns and terms that are always plural&amp;quot;'' - and there is no metal &amp;quot;bar&amp;quot; in the game.  And now is the time to change it - just because it was wrong before, doesn't mean it should stay wrong. It is the same as &amp;quot;plate armor&amp;quot; was in 40d - one term referring to more than one item. However, I don't want to get into an edit war, and will leave it. I disagree, tho' - both &amp;quot;bar&amp;quot; and &amp;quot;bars&amp;quot; are metal, and anything else is either, ''specifically'', &amp;quot;vertical bars&amp;quot; or &amp;quot;floor bars&amp;quot;.--[[User:Albedo|Albedo]] 04:33, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===40d:obsidian===&lt;br /&gt;
&lt;br /&gt;
 I'm pretty sure you meant to be looking at the DF2010 version of this article&lt;br /&gt;
&amp;lt;facepalm&amp;gt; Clearly, time to have a beer and get afk for a while. Thnx!--[[User:Albedo|Albedo]] 04:44, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===speciality===&lt;br /&gt;
is british english, specialty american english. IIRC, both can be used on the wiki unless it's explicitly a game term. ;) &lt;br /&gt;
&lt;br /&gt;
===Non-Newtonian Fluids===&lt;br /&gt;
&lt;br /&gt;
To further expound on my edit comments:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a fluid to be non-Newtonian, one of three things must be true:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. The shear stress of the fluid is non-linear when graphed against shear rate. (i.e. the fluid gets thicker/thinner depending on how quickly force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
2. The shear stress of the fluid is non-linear when graphed against time at a constant shear rate. (i.e. the fluid gets thicker/thinner depending on how long a constant force is applied)&amp;lt;br&amp;gt;&lt;br /&gt;
OR&amp;lt;br&amp;gt;&lt;br /&gt;
3. The fluid has non-zero shear stress when the shear rate is zero. (i.e. you have to exert force on the liquid to get it to start flowing, though it may continue flowing normally thereafter)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magma definitely qualifies, because it's technically a suspension (i.e. a mixture of solids and liquid), rather than a pure liquid.  And suspensions are always non-Newtonian.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the best.&lt;br /&gt;
&lt;br /&gt;
===Gamedata===&lt;br /&gt;
&lt;br /&gt;
How would you feel about a version of [[template:gamedata]] that pulled information from raw files? [[User:VengefulDonut|VengefulDonut]] 03:58, 15 April 2010 (UTC)&lt;br /&gt;
:Would certainly be interesting, though I can't help but be concerned that this might put a lot of additional load on the wiki. Then again, it seems to be handling the stuff for stones just fine. --[[User:Quietust|Quietust]] 17:56, 15 April 2010 (UTC)&lt;br /&gt;
::Apparently it's negligible. I was worried about that possibility too but have been reassured otherwise. Supporting previous versions shouldn't be difficult from the place we're at now. It may even just be a matter of passing the right things to the templates. [[User:VengefulDonut|VengefulDonut]] 02:44, 16 April 2010 (UTC)&lt;br /&gt;
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===Namespace Searches===&lt;br /&gt;
It was set to work properly for new users about a month ago; however, user settings take precedence over system level settings.  You might want to check them; if you think it's a problem, though, I can go through and modify everyone's settings globally with a script (but this overwrites all search settings) --[[User:Briess|Briess]] 21:56, 14 April 2010 (UTC)&lt;br /&gt;
:Oh yeah, forgot about that. They were indeed set to exclude those namespaces, but no longer. --[[User:Quietust|Quietust]] 21:58, 14 April 2010 (UTC)&lt;br /&gt;
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===Alluvial is not soil===&lt;br /&gt;
&lt;br /&gt;
Blaugh, my bad. Read it elsewhere a while back and assumed it was accurate. --[[User:Retro|Retro]] 18:39, 13 April 2010 (UTC)&lt;br /&gt;
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===Slade / Demonic fortresses===&lt;br /&gt;
&lt;br /&gt;
A note on your removal of the 'digging into demonic fortress from underneath' bit - going from this quote on the Slade page (&amp;quot;Slade walls cannot be dug into. However, slade floors can.&amp;quot;) it's presumably possible to do this by digging a down-stair into the bottom floor of the fortress. As I haven't found one myself nor did I add the original info I can't confirm, but it made sense to me when I first read it. --[[User:Retro|Retro]] 14:05, 8 April 2010 (UTC)&lt;br /&gt;
:However, the bottom floor of the demonic fortress tends to have solid slade walls beneath it, so there'd be nothing to dig into. It's possible that it could have empty space underneath it, given sufficient randomness, though the fact that it's possible to channel through slade floors (but NOT through the walls underneath them) is probably a bug in and of itself. --[[User:Quietust|Quietust]] 14:36, 8 April 2010 (UTC)&lt;br /&gt;
::Good stuff, didn't know about the full walls underneath. Glad I ran it by you before just trying to pop it back in or something. --[[User:Retro|Retro]] 18:38, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Code stuff===&lt;br /&gt;
Not necessarily.  I haven't really had a chance to look at the code yet (I've been busy all week until now), so I'm going to take a look and see how and if we should integrate that into our codebase.  My primary concern is ease of continuing upgrades for mediawiki, but if it's simple enough, it shouldn't be a problem. --[[User:Briess|Briess]] 18:09, 1 April 2010 (UTC)&lt;br /&gt;
===Fun -&amp;gt; #REDIRECT [[cv:Fun]]===&lt;br /&gt;
Seems this is going back and forth - see [[Talk:Fun]]--[[User:Albedo|Albedo]] 22:39, 28 March 2010 (UTC)&lt;br /&gt;
:Fair enough - I'll leave it alone. --[[User:Quietust|Quietust]] 02:30, 29 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Bot Programming===&lt;br /&gt;
What language is your bot using? Because if it's a language I know (which it probably is, because I know a lot of languages) I could definitely help you write code for changing all the links properly. Even though it might be more short term work, I think it's a better overall outcome than having modded files. Modded files make upgrading the software harder, etc... aside from the issue I mentioned about people assuming the links work one way from prior experience. Also, I just stole Wikipedia's Talkback template, [[Template:talkback]] something I think you'll like. [[User:Emi|Emi]] 18:29, 25 March 2010 (UTC)&lt;br /&gt;
:Just noticed the links up top, and thus why a bot to redo all the links might be tricky. I'll just go ahead and write a python bot to do it. [[User:Emi|Emi]] 18:32, 25 March 2010 (UTC)&lt;br /&gt;
===Magma temp===&lt;br /&gt;
Sorry, it was from a forum post. I realise my mistake now, but I'm too embarrassed to undo it. Could you please fix it?&lt;br /&gt;
--[[User:Eagle0600|Eagle0600]] 03:52, 30 January 2010 (UTC)&lt;br /&gt;
===Archive===&lt;br /&gt;
I do not have a db dump from that time.  Do you still want the namespace, though? --[[User:Briess|Briess]] 00:55, 15 March 2010 (UTC)&lt;br /&gt;
:Sure - it'll just require some manual re-entry (which will be slightly annoying due to the fact that anonymous edits were disabled, so archive.org didn't manage to archive the &amp;quot;Edit&amp;quot; pages which would've contained the source markup). --[[User:Quietust|Quietust]] 01:46, 15 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Tilesets===&lt;br /&gt;
Oops. Sorry about that. I think I accidentally edited an old revision. [[User:VengefulDonut|VengefulDonut]] 18:50, 13 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Workshop Pictures===&lt;br /&gt;
Heh, I was ''hoping'' I could bait you into creating the rest of the picture templates. :) Sorry about the +'s-- I forgot I had built those on smoothed tiles. --[[User:HebaruSan|HebaruSan]] 04:49, 9 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===chevron/caret===&lt;br /&gt;
  chevron is &amp;lt;&amp;lt; or &amp;gt;&amp;gt;; ^ is a caret&lt;br /&gt;
This is minor, but wanted to bounce it off you. A &amp;quot;caret&amp;quot; is, ''specifically and solely'', an editor's mark - it refers to a specific shorthand usage (inserting an edit) and not a shape, and I doubt if the majority of readers would be at all familiar with that term anyway.  A &amp;quot;chevron&amp;quot; is either &amp;quot;^&amp;quot; or &amp;quot;v&amp;quot; - a sergeant's stripes are &amp;quot;chevrons&amp;quot;.  (Not sure where you get your horizontal form from.)  I think &amp;quot;chevron&amp;quot; is a more generally recognizable, and thus more useful term, neh?--[[User:Albedo|Albedo]] 22:21, 4 November 2009 (UTC)&lt;br /&gt;
:I'm just going by Wikipedia's definitions of [http://en.wikipedia.org/wiki/Caret caret] and [http://en.wikipedia.org/wiki/Chevron chevron]. In particular, chevrons most often point ''down'' rather than up. --[[User:Quietust|Quietust]] 22:42, 4 November 2009 (UTC)&lt;br /&gt;
::I would never use a Wiki as an authoritative dictionary, unless I wanted something more vernacular/modern, and then I'd go to [http://www.urbandictionary.com/ urban dictionary.com].  It's a function of that (amateur) editor that emphasizes one definition (or orientation) over another. Soldiers' stripes are &amp;quot;chevrons&amp;quot;, and they can point up or down (country/era dependent), and the majority of heraldic uses are &amp;quot;up&amp;quot;.&amp;lt;br /&amp;gt;[http://www.merriam-webster.com/dictionary/chevron merriam-webster online dictinary: &amp;quot;chevron&amp;quot;]&amp;lt;br /&amp;gt;http://en.wikipedia.org/wiki/Chevron_%28insignia%29&amp;lt;br /&amp;gt;http://www.merriam-webster.com/dictionary/caret  (read again - &amp;quot;caret&amp;quot; is context specific. Also, how many DF uses would know the technical ASCII name?)&amp;lt;br /&amp;gt;I'm going to change that one word back.--[[User:Albedo|Albedo]] 01:42, 5 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Decorations===&lt;br /&gt;
Care to explain how I made this?&lt;br /&gt;
&lt;br /&gt;
[[Image:Irongauntlet.png]]&lt;br /&gt;
&lt;br /&gt;
No, I don't use any mods. --[[User:LaVacaMorada|LaVacaMorada]] 13:43, 23 October 2009 (UTC)&lt;br /&gt;
:I guess I stand corrected, then. It would seem that bone and shell decorations can go on anything. --[[User:Quietust|Quietust]] 14:48, 23 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Defense Design===&lt;br /&gt;
Thank you for cleaning up the [[defense design]] diagrams. They're so much more readable now! Especially the ballista battery. --[[User:HebaruSan|HebaruSan]] 00:55, 20 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Formatting===&lt;br /&gt;
Thanks for the help with the page format. I couldn't get that link to display properly with one set of brackets because of the | I was using between the link and name, thanks to you I don't have to choose between one unmatched bracket or an undesired pair now.--[[User:The Architect|The Architect]] 16:59, 8 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===booze hauling===&lt;br /&gt;
Hm, is anon editing working? Anyway, I can't log in at work. Need to confirm booze hauling behavior, as I don't think it's automatic. Drinking may be a bit strange. One time I dumped a barrel right as a dwarf was running over to it to take a drink. The dumper beat him to it, and hauled the barrel off to the garbage dump. Urist McThirsty followed him all the way to the dump and chugged out of the barrel as soon as it was dropped (even though the barrel was auto-forbidden), then went on his merry way, leaving the barrel there. It's possible the forbidden status canceled an auto-haul. It's also possible that hauling is assigned to the nearest idle dwarf, and a guy that just finished drinking is momentarily &amp;quot;idle&amp;quot; and also closest. They ''do'' tend to flash &amp;quot;idle&amp;quot; for a moment before and after breaks, eating, and drinking. -[[Special:Contributions/24.154.179.50|24.154.179.50]] 14:58, 7 October 2009 (UTC)&lt;br /&gt;
:The bit about booze being automatically hauled to a stockpile was based on the observation of soldiers, guards, and nobles carrying a booze barrel while performing the job &amp;quot;Store Item in Stockpile&amp;quot;, something they would normally never do. --[[User:Quietust|Quietust]] 15:05, 7 October 2009 (UTC)&lt;br /&gt;
::(that was me) Ah, works for me then. -[[User:Arrkhal|Arrkhal]] 20:19, 7 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===statues===&lt;br /&gt;
Why would it only be more efficient with [[copper]], [[silver]], [[gold]], [[platinum]], and [[aluminum]] ? --[[User:Birthright|Birthright]] 19:54, 29 September 2009 (UTC)&lt;br /&gt;
: Most of the other metal are alloy I presume, so impossible to use the raw stone. --[[User:Karl|Karl]] 20:20, 29 September 2009 (UTC)&lt;br /&gt;
::No, that would be &amp;quot;possible&amp;quot;, not &amp;quot;more efficient&amp;quot;.  Q is thinking that it's because the value is the same, for both ore/alloy and metal.  He's not exactly right, because copper can be made into several alloys that ''would'' improve it, and other metal ores ''rely'' on becoming alloys - if you're not going to make [[nickel silver]], then [[garnierite]] falls into that category too.  But for the other 4, there is no possible value advantage to smelting into bars first, and then using ''three'' bars to make statues that are worth exactly the same as the one from 1 ore.  (Unless your Blacksmith is considerably more skilled than your Mason, which is a stretch to begin with.) Probably should change that to something a bit less absolute.--[[User:Albedo|Albedo]] 21:46, 29 September 2009 (UTC)&lt;br /&gt;
:::Yeah, that's what I meant - there's no point in ever making a statue out of copper/silver/gold/platinum/aluminum bars when you can make it out of the native stone instead (which, in those cases, has the same value). Most metal ores are worth less than the metals themselves, though for the really cheap ones (like copper, nickel, tin, lead, and zinc) you'd be better off making the statue out of flux. --[[User:Quietust|Quietust]] 22:08, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===salt water===&lt;br /&gt;
 the above paragraph already explains how to verify whether or not it is drinkable)&lt;br /&gt;
Yes, but it doesn't emphasize the need to not assume you did it correctly. That line was not a redundant &amp;quot;how to&amp;quot;, but &amp;quot;make sure you do&amp;quot;. The whole issue of a well that was non-drinkable (which worries me as well, re your recent edit) was that the player did not pay close attention.--[[User:Albedo|Albedo]] 22:03, 23 September 2009 (UTC)&lt;br /&gt;
*I've readded a statement to basically advise double-checking, though my own testing revealed that a built well works fine for thirsty dwarves, whether from a murky pool or right at the shore itself. It's possible that it's the Z-level of the well that determines whether or not it works - placing a well in an underground cistern might not work as well as one placed on the surface... --[[User:Quietust|Quietust]] 23:03, 23 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Alluvial vs soil===&lt;br /&gt;
Good find. [[User:VengefulDonut|VengefulDonut]] 01:36, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===crop table===&lt;br /&gt;
I didn't redesign the table. I brought back a previous design since the recent one was too obscure. [[User:VengefulDonut|VengefulDonut]] 12:04, 5 September 2009 (UTC)&lt;br /&gt;
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===no soap?===&lt;br /&gt;
Soap needs an alchemist's lab, which needs 3 glass flasks - Are those ''ever'' available from caravans? I thought &amp;quot;No, so no sand = no flasks = no lab = no soap&amp;quot; - no? Never spec needed glass flasks from caravans, so dunno.--[[User:Albedo|Albedo]] 21:51, 4 September 2009 (UTC)&lt;br /&gt;
*It's fairly well known that you cannot request glass or sand from caravans, so yep - no sand == no soap. --[[User:Quietust|Quietust]] 22:35, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Aluminum===&lt;br /&gt;
Holy crap! That aluminum=platinum is huge!  I had been playing all this time just assuming that aluminum was cheap (since it is in the real world.)  Is there any way we can make this bigger?  Noobs need to know about this. --[[User:3lB33|3lB33]] 13:39, 24 August 2009&lt;br /&gt;
&lt;br /&gt;
===Purple Materials===&lt;br /&gt;
Wonderful, *now* I found out there's a second purple stone after having already made a giant rose gold tomb... I guess I should of looked closer first, man was that a waste of gold. [[User:Shardok|Shardok]] 01:07, 9 August 2009 (UTC)&lt;br /&gt;
*To be fair, you can usually find gold nuggets in much larger quantities than bismuthinite (since the latter only occurs in small clusters)... --[[User:Quietust|Quietust]] 04:03, 9 August 2009 (UTC)&lt;br /&gt;
::Yeah, but I had such better uses for it, like making coins. Yes, we definitely needed more coins. But I know I had found far more bismuthinite on that map than I had gold, then again, I was turning the bismuthinite into bismuth bronze, so I wasn't going to give that up any time soon either. Honestly I should of just not made a giant purple tomb. [[User:Shardok|Shardok]] 04:43, 9 August 2009 (UTC)&lt;br /&gt;
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===Actual character===&lt;br /&gt;
 Quietust (Talk | contribs) (actual character)&lt;br /&gt;
Actually, there is no single &amp;quot;actual character&amp;quot; for a bottomless pit - there are two &amp;quot;default&amp;quot; sets of icons for vanilla DF, the ascii and the included tile set.  The character I get is like a very thick capital O, but a little boxy. It's certainly not a &amp;quot;o&amp;quot;. --[[User:Albedo|Albedo]] 21:50, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bot Requests==&lt;br /&gt;
:If you would like to have a large number of page edits performed by [[User:QuietBot|QuietBot]], then add a note here.&lt;br /&gt;
===Renaming quality ratings===&lt;br /&gt;
If (when) the quality ratings are renamed, could you have quietbot fix them? [[User:VengefulDonut|VengefulDonut]] 04:52, 11 May 2010 (UTC)&lt;br /&gt;
:Certainly. --[[User:Quietust|Quietust]] 04:54, 11 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Fixing Cv: alias redirects===&lt;br /&gt;
How easy with your bot is it to make sure all mainspace pages that redirect to a cv: page redirect to the same page as their name? Ex: if page Cheese redirected to cv:Cheese Maker, having the bot change it to cv:Cheese. My python bot seems to have trouble processing redirect pages on this wiki. [[User:Emi|Emi]] 06:10, 26 March 2010 (UTC)&lt;br /&gt;
*That should be fairly straightforward (for each page, open &amp;quot;pagename&amp;quot; for editing, check for string &amp;quot;#REDIRECT&amp;quot; and abort if absent, check for string &amp;quot;[[cv:&amp;quot; and abort if absent, check for string &amp;quot;&amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and abort if present, then replace page contents with &amp;quot;#REDIRECT &amp;lt;nowiki&amp;gt;[[cv:pagename]]&amp;lt;/nowiki&amp;gt;&amp;quot; and save). However, doing that will introduce a whole ton of double redirects which might cause other problems. If that's what we really want to do, then it shouldn't take me long to assemble a script and run it. --[[User:Quietust|Quietust]] 12:41, 26 March 2010 (UTC)&lt;br /&gt;
::That's what we want to do. It'll break some redirects (because not every page exists like it should), but broken redirects are a lot easier than red links. And yes, it will introduce double redirects, that's the point. Double redirects work just fine on this wiki (Briess changed the wgMaxRedirect variable) and will save us a ton of trouble. [[User:Emi|Emi]] 18:19, 26 March 2010 (UTC)&lt;br /&gt;
:::I think I should also be figuring out why my bot doesn't like certain redirects. Because we also need to go through redirect chains and make sure that the talk pages follow the same chain as their respective normal pages. [[User:Emi|Emi]] 19:15, 26 March 2010 (UTC)&lt;br /&gt;
::::I'll have it running as soon as I finish changing the &amp;quot;40d Talk&amp;quot; redirects to &amp;quot;CV Talk&amp;quot; as per the task immediately below this one. --[[User:Quietust|Quietust]] 19:33, 26 March 2010 (UTC)&lt;br /&gt;
:::::Done. --[[User:Quietust|Quietust]] 20:17, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Mainspace 40d redirects===&lt;br /&gt;
Could you have the bot take all the mainspace 40d redirects and change them to cv: instead of 40d:. Effectively the redirects will remain the same, but this way we're prepared for when the new version's namespace takes over as the current version. Thanks. [[User:Emi|Emi]] 19:52, 20 March 2010 (UTC)&lt;br /&gt;
:It is done. Only redirects within the main article namespace have been updated (e.g. ones within 40d itself continue to point to 40d), and talk page redirects have been omitted. --[[User:Quietust|Quietust]] 23:32, 20 March 2010 (UTC)&lt;br /&gt;
::Oh I forgot to mention Cv_talk exists too. So that should probably happen too. Thanks! [[User:Emi|Emi]] 23:41, 20 March 2010 (UTC)&lt;br /&gt;
:::This one should be done now. --[[User:Quietust|Quietust]] 19:51, 26 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Broken Redirects===&lt;br /&gt;
Request: could you go through the pages on [[:Special:BrokenRedirects]] and for each page, blank the page, then restore it?  That will fix the linking engine (it's trying to link to the pages in the main namespace instead of the appropriate namespace, breaking and re-adding the link forces the parser to reevaluate) --[[User:Briess|Briess]] 19:41, 10 March 2010 (UTC)&lt;br /&gt;
:It's in progress and about halfway done. For now, I'm only having it handle redirects that point to the 40d namespace - I'll handle the rest of them in a second pass. --[[User:Quietust|Quietust]] 20:55, 10 March 2010 (UTC)&lt;br /&gt;
::All done - the Broken Redirects count is now down to 79, all of which are '''real''' broken redirects. However, the double redirects page has now grown to 1666 entries, and fixing those won't be quite as easy - it might be feasible to have a script just follow the redirects manually until it finds a real page. --[[User:Quietust|Quietust]] 21:16, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
:Please do so.  All of my script utilities and several attempts at dropping to the SQL layer have failed to move all the pages, so I've been manually moving the broken talk page to the correct page, then deleting the broken version. --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
::List of still broken pages: http://pastebin.com/raw.php?i=x8msEevZ --[[User:Briess|Briess]] 18:32, 8 March 2010 (UTC)&lt;br /&gt;
:::I'll try to add your bot to a bot usergroup.  There doesn't seem to be a way to disable redirect on login, though, from my cursory glance. --[[User:Briess|Briess]] 19:53, 8 March 2010 (UTC)&lt;br /&gt;
::::Wait, you play KoL? ++rep. --[[User:Briess|Briess]] 19:54, 8 March 2010 (UTC)&lt;br /&gt;
:::::YAY \o/ --[[User:Briess|Briess]] 21:59, 8 March 2010 (UTC)&lt;br /&gt;
::::::I'm sifting through the database now and cleaning out the cruft. --[[User:Briess|Briess]] 19:22, 10 March 2010 (UTC)&lt;br /&gt;
:::::::That's an artifact of the caching, the job cache is completely empty at the moment. --[[User:Briess|Briess]] 19:29, 10 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Q - help me out. [[40d Talk:Armor piece]] - where is that page now? And if it doesn't belong under the &amp;quot;new&amp;quot; page, then where? Archived under T:AP? I understand the premise of this migration, but not the mechanics. --[[User:Albedo|Albedo]] 21:49, 8 March 2010 (UTC)&lt;br /&gt;
:I moved it back to its &amp;quot;broken&amp;quot; title so it can be fixed by hand afterwards. --[[User:Quietust|Quietust]] 21:51, 8 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Thanks for teaching me something today :) --[[User:Speed112|Speed112]] 00:51, 12 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=121510</id>
		<title>v0.34:Goblinite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Goblinite&amp;diff=121510"/>
		<updated>2010-07-14T19:48:08Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
'''Goblinite''' is an important ore of [[iron]] (and sometimes [[copper]], depending on your version). Unlike other ores, goblinite is not restricted to any particular layer, though it is most often found on or near the surface. It occurs in [[Thief|small clusters]], which can sometimes be dealt with by a solitary dwarf with a [[pick]], and [[Ambush|veins]] and [[Siege|large clusters]] which require greater effort to yield. The discovery of a large vein of goblinite is cause for celebration, a holiday known as [[Goblin christmas]].&lt;br /&gt;
&lt;br /&gt;
Once the [[Combat|mining]] is complete, the goblinite can be [[Forbid|unforbidden]] and your dwarfs can carry it off to the [[stockpile]]. To yield the precious metal, each piece of ore must be designated for [[melt]]ing and processed at a [[smelter]]; the yield is typically less than that of normal ores of iron and copper, but can be an important resource in a particularly metal-poor location ([[glacier]], [[desert]], etc.) provided you have sufficient [[fuel]]. Many [[caravans]] prize raw goblinite, along with its attendant wrappings.&lt;br /&gt;
&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
HOW DO I GET RID OF CLOTH GOBLINITE?&lt;br /&gt;
.&lt;br /&gt;
.&lt;br /&gt;
I killed some invading goblins and they dropped socks and tunics. I've tried dumping them, moving them by building stuff on them, and everything I can think of, and in every game of DF I've ever played, these items always just stay on the ground and cannot be dumped. I have a refuse stockpile which is not full and Gather Refuse From Outside is enabled. How do I dump these items.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:48, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=121504</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=121504"/>
		<updated>2010-07-14T17:12:45Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Program Lockup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
:As the version is new, and we're still discovering bugs,  a lot of unverifiable information is going to get added to this thread.  It is recommended that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that others can discuss and document each bug on the discussion page.  Following confirmation of a bug with a specific description of what's occurring, the parenthetical can be removed.  &lt;br /&gt;
&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports!&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*When choosing material for a squad item, there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
:This is because there are hundreds of different forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
*Making adamantine items sometimes results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot;  Likewise making pearlash can yield &amp;quot;...cancels Make pearlash.  Needs 150 pearlash.&amp;quot;&lt;br /&gt;
:This happens if you don't have enough cloth/wafers/strands, if you have enough it works nicely. This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes.&lt;br /&gt;
&lt;br /&gt;
*Animals are listed twice on the embark screen.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird red C in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.)&lt;br /&gt;
&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events.  The molten metal falling from them will make statues out of any corpses below where they died.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.  (Each 'Unit' of Food is represetative of enough food to feed a dwarf for just over a month.)&lt;br /&gt;
&lt;br /&gt;
*All fish are mentioned twice.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No easy way to quit from the embark screen.  You cannot quit once you press &amp;quot;Dwarf Fortress&amp;quot; until you've actually embarked unless you kill the process.  (You also cannot redefine keys, and as before laptop +-*/ don't work by default)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=20 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Cavern Collapse&amp;quot; announcement as soon as you arrive.  (Perhaps many times, if you have a volcano in your ocean...)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Trying to reclaim for some sites causes df to crash (noticed with a site that had dug into hell, may be the cause)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Bug Tracker] --'''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.  (However, the view switches to the correct building after it is selected)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
*Setting workshop profiles according to minimum and maximum skill levels does not work, typically resulting in no one being able to use the workshop. Setting a profile for individual dwarves still works.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=61051.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Ballistae have been nerfed considerably: They now easily glance off normal clothing and are very unlikely to kill anything with armour.&lt;br /&gt;
&lt;br /&gt;
*Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=744 Bug Tracker] -'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link]&lt;br /&gt;
:'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Metal goblets are sometimes iron, regardless of input&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker] --'''Fixed''' {{version|0.31.07}}&lt;br /&gt;
&lt;br /&gt;
*Cooking with alcohol is buggy&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
&lt;br /&gt;
*Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
: &amp;quot;Flask&amp;quot; can be traded, but isn't automatically moved to stockpiles (It's neither a leather good nor a finished good). They do seem to clutter leatherworkers shops, which must then be destroyed and rebuilt (0.31.06). ~Neftaly Hernandez&lt;br /&gt;
: You can also use the View Items in Buildings command {{k|t}} to mark the Flasks for {{k|d}}umping to remove the clutter (0.31.06). ~mk&lt;br /&gt;
::More on metal flasks- a friend of mine noticed that when he assigned the job &amp;quot;make iron flask&amp;quot;, in would go iron bars and charcoal, and out would come 3 ''gold'' flasks. I did the same thing, except I used coke instead of charcoal, and got 3 gypsum plaster flasks.&lt;br /&gt;
:::Making adamantine flasks results in iron flasks. &lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!)&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
:I've had the same situation, but my dwarf made due with bars of [[Coke]].  &lt;br /&gt;
&lt;br /&gt;
*Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&lt;br /&gt;
:Seconded Most if not all figurines made in Fey moods become iron, despite the material used.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04; Unconfirmed)&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;*Dead vermin never rot&amp;lt;/s&amp;gt; &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] --'''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;&amp;quot;Take from stockpile&amp;quot; is broken&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=605 Bug Tracker] --'''Acknowledged''' (There may be several duplicate bug reports.)&lt;br /&gt;
&lt;br /&gt;
*The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment) [[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
::This bug is different - not civilian clothing, but civilian jobs.  They'll work in workshops, haul goods, sit idle with &amp;quot;No Job&amp;quot;, etc, and never attempt &amp;quot;Individual Combat Training&amp;quot;.  They do appear to equip assigned gear, though. -- 5:50, 10 June, 2010&lt;br /&gt;
&lt;br /&gt;
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
&lt;br /&gt;
*Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Copying an empty order causes an immediate crash.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] --'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] --'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeons may endlessly perform surgery on dwarves with no effect.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&amp;lt;/s&amp;gt;&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] --'''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
&lt;br /&gt;
*Dwarves will frequently abandon meals they've claimed for eating, resulting in rotting food scattered about the fortress that can't be stored, hauled, or dumped by any dwarf, including the one who claimed it.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;When the mayor dies, all nobles are removed until a new mayor is elected.&amp;lt;/s&amp;gt;&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] --'''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] --'''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode. &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] --'''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*Elf traders may stay a long time.&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;br /&gt;
:::My lockup issue seems to be related to Lotus Notes. I only get the lockup when running Notes, and I don't get locked up when not running Notes.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 14 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=121264</id>
		<title>v0.31 Talk:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cleaning&amp;diff=121264"/>
		<updated>2010-07-12T18:15:26Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Cleaning should be an assignable job */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleaning appears to be functionally similar to the previous version so far, with a few exceptions:&lt;br /&gt;
* dwarves no longer clean adjacent tiles in addition to the tile they are standing on - only the tile they're on becomes cleaned;&lt;br /&gt;
* blood, ichor, and vomit no longer vanish on season-change, and rain only removes the liquids from the tile it hits&lt;br /&gt;
[[User:Volouscheur|Volouscheur]] 21:12, 21 April 2010 (UTC)&lt;br /&gt;
:The second part of #2 is how it's always been - even in 40d, rain would clean away any outdoor blood and vomit 1 tile at a time. --[[User:Quietust|Quietust]] 21:37, 21 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Clean Self==&lt;br /&gt;
&lt;br /&gt;
Now that dwarves will clean themselves as well as the fort, we need to cover this.  Would it be better as a separate article, or as a section here (with a redirect here from {{cv:Clean self}})? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 15:09, 12 May 2010 (UTC)&lt;br /&gt;
:In my opinion, it should stay in the cleaning area, as it is related to cleaning. However, it is of little value, considering Clean Self is bugged when you finally make soap for dwarves to clean themselves with. Still, yes it can be split if people want it split, but it would probably turn into a vote later on. --[[User:Hugna|Hugna]] 23:42, 22 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Cleaning should be an assignable job ==&lt;br /&gt;
&lt;br /&gt;
I should be able to [d]esignate cleaning. It could work exactly like smoothing stone, and utilize a cleaning ability. Only dwarves tasked with Cleaning would perform the task. Vomit and blood could give a negative thought to encourage cleaning.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:15, 12 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_screen&amp;diff=120993</id>
		<title>v0.31 Talk:Health screen</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_screen&amp;diff=120993"/>
		<updated>2010-07-09T18:36:21Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article might be best if merged with the Medical Status page.--[[User:Katie|Katie]] 22:15, 19 April 2010 (UTC)&lt;br /&gt;
:Agreed, there is already an article which covers this page. {{L|Medical status}} --[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:36, 9 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mud&amp;diff=120839</id>
		<title>v0.31 Talk:Mud</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mud&amp;diff=120839"/>
		<updated>2010-07-07T18:51:21Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, so does anyone know if mud can every dissapear? For instance, can a dusting of mud ever 'evaporate'? Can the color of the muddied tile be returned to its original, unmuddied color? I've got a large outdoor area that I accidentally flooded, and it sucks having a huge red patch in the middle of the forrest. [[User:Coaldiamond|-Coaldiamond]] 02:49, 7 July 2010 (UTC)&lt;br /&gt;
:Try building something (workshop, floors) on top of the mud, then deconstructing it.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:51, 7 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=120013</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=120013"/>
		<updated>2010-07-02T18:32:26Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* How do i build a water cannon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:32, 2 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=120012</id>
		<title>v0.31 Talk:Pressure</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pressure&amp;diff=120012"/>
		<updated>2010-07-02T18:32:05Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* How do i build a water cannon */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Updates=&lt;br /&gt;
I've done some quick tests to verify that fluid mechanics have not been changed from 40d and went ahead and pulled this page forward to 2010. However looking back over this page, I really don't like the way the content is presented here, so I may go back and rewrite this entire page to clean it up a bit when I have the time. [[User:Doctorzuber|Doctorzuber]] 07:01, 11 April 2010 (UTC)&lt;br /&gt;
:: Okay, I took the time to heavily re-write this page using some elements from the old 40d page. The material is basically the same, I just added more diagrams for u-bending which I think very efficiently illustrates how pressure works in a quick and visual way. I also made some slight adjustments to the old ascii diagrams jazzing them up a bit with some unicode. I now leave this open for the wolves to descend upon and tune this page up even further. [[User:Doctorzuber|Doctorzuber]] 01:54, 12 April 2010 (UTC)&lt;br /&gt;
::Right, well I'm new to the whole wiki thing, so I wasn't confident changing it, but shouldn't the redlink &amp;quot;Hatches&amp;quot; instead go to the page &amp;quot;Hatch covers&amp;quot;? http://df.magmawiki.com/index.php/Hatch_cover --195.2.132.217&lt;br /&gt;
::: Hatch should be correct, but apparently the redirects are screwing that up right now, I changed it to hatch_cover for now since I can't edit the redirects myself. --[[User:Doctorzuber|Doctorzuber]] 07:09, 4 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== How do i build a water cannon ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
how do I achieve pressure? If eg. I have a reservoir that I want to pressurize, so that I can shoot it out like a water cannon.&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ramp&amp;diff=119958</id>
		<title>v0.31 Talk:Ramp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ramp&amp;diff=119958"/>
		<updated>2010-07-01T18:42:34Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Identifying ramp direction */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like someone just copied over the 40d stuff.  Most of it is OK, but the section on Channeling vs ramps is not right.--[[User:Kwieland|Kwieland]] 13:42, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm on this. --[[User:Zombiejustice|Zombiejustice]] 14:22, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
When channeling over empty space miners may stand in the tile being channeled, falling to their doom. Perhaps a (bug) caution is warranted? Details: http://www.bay12games.com/dwarves/mantisbt/view.php?id=826 I lost 6 miners to this before I figured out why...&lt;br /&gt;
&lt;br /&gt;
Channeling issues fixed.  But does anyone know if Downward Ramps can still disappear like they could have in 40d? --[[User:Aescula|Aescula]] 03:58, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Identifying ramp direction ==&lt;br /&gt;
&lt;br /&gt;
Ramps have direction, as discussed in the article. However, looking around with K doesn't tell me which way the ramp is pointing. Is there an easy way to tell which way a ramp is pointed?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:42, 1 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=119891</id>
		<title>v0.31 Talk:Construction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Construction&amp;diff=119891"/>
		<updated>2010-06-30T19:29:34Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Deconstructing floors onto a dwarf's head */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Too close to edge ==&lt;br /&gt;
I tried to damp the brook (see project at my page) and got strange warning when tried to place a wall closer than 6 squares from map edge - '''Too close to edge'''. The Fortifications show the same warning, while other constructions - floors, stairs, ramps can be easily built.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, some of buildings/furniture refuse to be placed near the edge:&amp;lt;br /&amp;gt;&lt;br /&gt;
Beds, chairs, tables, coffins cannot be placed anywhere outside. When closer than 6 squares to map edge it shows &amp;quot;too close&amp;quot; warning, elsewhere it shows &amp;quot;must be inside&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor stands, doors, floodgates, floor hatches, floor or wall grates, floor or bertical bars, cabinets, containers, trap components, supports, restraints, cages, archery targets, machine conponents - cannot be placed at outside squares closer than 6 squares to map edge - shows &amp;quot;too close&amp;quot; warning. Inside squares are ok anywhere.&amp;lt;br /&amp;gt;&lt;br /&gt;
Bridges can be placed anywhere (what about raising bridge, that transforms into a wall? experiments needed!). Roads behave the same.&amp;lt;br /&amp;gt;&lt;br /&gt;
Workshops, furnaces, kennels, farm plots should be at least 6 squares away from edge. Trade depot - even 10 squares!&amp;lt;br /&amp;gt;&lt;br /&gt;
Statues, windows, well, siedge engines weren't tested.&lt;br /&gt;
--[[User:Peregarrett|Peregarrett]] 07:54, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:That's all as expected from previous versions. Btw, are you ''damming'' or ''damping'' your brook? ;) --[[User:Birthright|Birthright]] 14:45, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Damn that brook! Always meddling, always interfering! I'll get you next time... NEXT TIME! --[[User:Zombiejustice|Zombiejustice]] 16:12, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Damming of course. =) But damning also. &amp;lt;br /&amp;gt; But that feature with constructions was a bit discouraging, and the agorithm is kind of confusing here. I think it should be added somewhere to wiki page--[[User:Peregarrett|Peregarrett]] 06:49, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Deconstructing floors onto a dwarf's head ==&lt;br /&gt;
&lt;br /&gt;
If I deconstruct a floor, it drops the stone/block onto the space below. If that space is occupied by a dwarf, will it injure them? &lt;br /&gt;
I'm trying to devise a safe way to build large buildings without trapping dwarves or injuring them etc and this is an issue that keeps nagging me.&lt;br /&gt;
If it's possible to squash dwarves with deconstructed floor tiles, how do I safely deconstruct them? ie. keep dorfs out from undearneath while I'm deconstructing?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:29, 30 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119769</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119769"/>
		<updated>2010-06-28T19:34:22Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: Undo revision 119768 by 208.81.12.34 (Talk) meant this to go into discussion, not main article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A [[well]] no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119768</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=119768"/>
		<updated>2010-06-28T19:33:41Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Salt Water */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
==Evaporation==&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
==Flow==&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to '''{{l|flow}}''' into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or springs is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A [[well]] no longer desalinates water.&lt;br /&gt;
:I don't think pumps should desalinate water, no matter what it is pumped into -_- fresh water should be attainable in salty areas by some other means.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 19:33, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Contaminants==&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119758</id>
		<title>v0.31:Moghopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119758"/>
		<updated>2010-06-28T18:02:28Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: Undo revision 119757 by 208.81.12.34 (Talk) ah, you meant food that is not a product of butchery. my mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Moghopper|symbol=∙|color=6:0:0|biome=* Any pool|align=Savage|wiki=no&lt;br /&gt;
|summer=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|01:35, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A small mud-dwelling amphibian.''&lt;br /&gt;
&lt;br /&gt;
'''Moghoppers''' are an amphibious {{L|vermin}}. They are found in any {{L|savage}} area near {{L|pool|pools}} during summer, and can be {{L|fishing|fished}} and {{L|fish cleaning|cleaned}} for {{L|food}}.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119757</id>
		<title>v0.31:Moghopper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Moghopper&amp;diff=119757"/>
		<updated>2010-06-28T18:01:46Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Moghopper|symbol=∙|color=6:0:0|biome=* Any pool|align=Savage|wiki=no&lt;br /&gt;
|summer=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|01:35, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A small mud-dwelling amphibian.''&lt;br /&gt;
&lt;br /&gt;
'''Moghoppers''' are an amphibious {{L|vermin}}. They are found in any {{L|savage}} area near {{L|pool|pools}} during summer, and can be {{L|fishing|fished}} and {{L|fish cleaning|cleaned}} for {{L|food}}.&lt;br /&gt;
&lt;br /&gt;
Per the {{L|Vermin}} page:&lt;br /&gt;
vermin: &lt;br /&gt;
Do not provide meat, bones and other by-products of butchery &lt;br /&gt;
Source: http://df.magmawiki.com/index.php/DF2010:Vermin#ixzz0sAjPgiPu--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:01, 28 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=119455</id>
		<title>Template talk:ArticleVersion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template_talk:ArticleVersion&amp;diff=119455"/>
		<updated>2010-06-24T18:44:07Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Mybrowserbar address when clicking versions */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Having one template that covers both old and new articles is, I think, a mistake. (I didn't know it was the same at first.)  When it comes time to change the latest to &amp;quot;old&amp;quot;, it will require that every one be checked - and there is no way to keep track of that. &lt;br /&gt;
&lt;br /&gt;
Instead, having one &amp;quot;old info&amp;quot; template, and one &amp;quot;current info&amp;quot; template would allow users/Admin to go out and change all the &amp;quot;current info&amp;quot; articles to &amp;quot;old&amp;quot;, and then proceed from there.  The serve diff functions, they should not be the same.--[[User:Albedo|Albedo]] 20:23, 17 March 2010 (UTC)&lt;br /&gt;
:You're absolutely right, of course. I'm not quite certain why I didn't think of splitting this into separate templates, but it clearly should be. There's also the matter of Emi's recent changes assuming the presence of a &amp;quot;DF2010&amp;quot; pseudonamespace which, at this moment, does not exist. --[[User:Quietust|Quietust]] 23:19, 17 March 2010 (UTC)&lt;br /&gt;
::Albedo, I'm getting the feeling that you don't understand how this template works. When it comes time to change the latest to &amp;quot;old&amp;quot; one line will have to be changed in this template's code, and then every single one will have changed to read &amp;quot;out of date&amp;quot;. The entire premise of having one template that uses parser functions to determine what appears, is so that no one will ever have to go through every article to check the templates. You'll notice that [[40d:Milk]] shows up as out of date, but that [[DF2010:Milk]] shows up as current. This is because the template is looking for what namespace the page it appears on is in, and it appears differently depending on what namespace it is. &lt;br /&gt;
&lt;br /&gt;
::Also, to Quietust, the 'fixes' you made to the template were actually to intentional errors. I wanted to avoid doing things that would have to be reversed later as much as possible, but still wanted to test. So to avoid having to ask Briess to temporarily add DF2010 as a namespace, I left the namespace check for current blank. As for the non-existent DF2010: I just wanted something to test with, I never meant to imply that the DF2010 namespace was the one people had agreed upon. &lt;br /&gt;
&lt;br /&gt;
::If you need me to explain more, I'd be happy to. I'm also lurking around on IRC (newnet as Emi). [[User:Emi|Emi]] 00:17, 18 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Why is this template not working?  I never see links to the old 40d articles that still actually have content.  It is very annoying. --[[User:Altaree|Altaree]] 13:14, 2 April 2010 (UTC)&lt;br /&gt;
:It's working fine for me.  What page are you seeing this on?  Remember, it only links to the 40d article if the 40d article exists with the exact same name. --[[User:Briess|Briess]] 13:16, 2 April 2010 (UTC)&lt;br /&gt;
::whoops, I'm wrong.  A new DF2010 page must be created with an av template to allow me to see the link back to the 40d article on the redirect.  ick. --[[User:Altaree|Altaree]] 13:18, 2 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Some notes... ==&lt;br /&gt;
&lt;br /&gt;
First off, for some reason, on the legacy and current versions of the template, there's an extra line at the top which screws up the layout of the page a bit. I can't find where it's getting that from.&lt;br /&gt;
&lt;br /&gt;
Secondly, I really don't think this template should throw the pages into a category. If it's going to be on every page, and it looks like it will, the categories will just become huge and useless. Categories are going to be tricky to work with now with the split, but this is certainly not the way to do it.&lt;br /&gt;
&lt;br /&gt;
Finally, if this is going to be on every page, it needs to be as discrete as possible. I suggest scaling down the text, and making the colors more subtle.&lt;br /&gt;
&lt;br /&gt;
Thoughts? --[[User:Mikaka|Mikaka]] 04:58, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Previous versions were even less discrete, this was a compromise between discreteness and people being able to notice it and easily find different version of the articles. &lt;br /&gt;
&lt;br /&gt;
:As for the layout problem, could you link me to a page where this problem is occurring? &lt;br /&gt;
&lt;br /&gt;
:As for the categories, I'm not sure what I think about them. [[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;]] 05:01, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Your recent edit fixed the layout. The template table now rests snugly against the top of the articles in question. Thanks. Perhaps we can turn up the discreteness once people become used to having to the new system. For now it works. --[[User:Mikaka|Mikaka]] 05:12, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Font Size==&lt;br /&gt;
Could you please increase the font size of the alternate version links? Particularly 40d? They are very small at the moment and I think they could be quite easily missed by a lot of the &amp;lt;s&amp;gt;congregation&amp;lt;/s&amp;gt; users. [[User:Garanis|Garanis]] 15:12, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Formatting ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't this be using style sheets for its links and such? People seem to be having a lot of individual issues with it, but if the template were using CSS, they could fix it themselves. That is, they could do it '''without''' being lynched by people who liked it the way it was before they made their edits. ~ [[User:Midna|Midna]] 23:00, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mybrowserbar address when clicking versions ==&lt;br /&gt;
&lt;br /&gt;
What is this api.mybrowserbar that keeps popping up when I click on different versions of pages? If I go to the 2010 subterranean trees article and click on &amp;quot;v0.31.08&amp;quot; it tries to redirect me to the api.mybrowserbar page which my antivirus software catches and calls.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:44, 24 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=119361</id>
		<title>v0.31 Talk:Irrigation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Irrigation&amp;diff=119361"/>
		<updated>2010-06-23T13:57:24Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Irrigation: How often */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just few notes:&lt;br /&gt;
* You can make farms in 1/7. There is no need to wait till it evaporates.&lt;br /&gt;
* River does not have to be above farm, it can be on same level. You just dig straight into it, with floodgate installed in the tunnel and lever pulled. [[User:RusAnon|RusAnon]] 20:26, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Farms in deeper water == &lt;br /&gt;
My farmers do not seem to be bothered by my farms being 2/7 deep in water (poor water control). Anyone else seen similar? --[[Special:Contributions/131.111.254.209|131.111.254.209]] 10:26, 11 April 2010 (UTC) &lt;br /&gt;
&lt;br /&gt;
Dwarves can walk through 1/7 and 2/7 water covered tiles, but cannot work that actual tile, so no planting seeds or harvesting plants until the water evaporates. The plants aren't actually bothered by water depth, so they will mature despite being under water. --[[User:Darkstar|Darkstar]] 17:31, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves can create farms, plant, and harvest in 1/7 water.  True in 40d and true in 2010.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 20:10, 10 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Due to a bug == &lt;br /&gt;
&lt;br /&gt;
Can someone confirm if this is a bug? Otherwise, I'm assuming it's an intentional change and removing that comment.[[User:Studoku|Studoku]] 02:30, 5 April 2010 (UTC)&lt;br /&gt;
:Yup. Baguhn confirmed it here: [http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336] --[[User:Dree12|Dree12]] 01:25, 9 April 2010 (UTC)&lt;br /&gt;
::Toady's comment on this was much more vague - rewording it. --[[User:Old Ancient|Old Ancient]] 05:36, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Designating a pond ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to follow the instructions for bucket irrigation, and I can't designate a pond either in the open space above the farm, or in the stone floor of the farm itself.  The only place I seem to be able to designate a pond is over the brook, which makes no sense at all.  Running 0.31.03. -[[User:Greycat|Greycat]] 21:04, 21 April 2010 (UTC)&lt;br /&gt;
: Ah, I found the trick.  I could only designate a one-tile pit/pond zone on the ramp leading down to the farm.  I couldn't designate anything on the farm itself.  After designating the pit/pond, you have to press [P] and [f] to toggle it from pit to pond. -[[User:Greycat|Greycat]] 14:22, 22 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exceptional rating ==&lt;br /&gt;
&lt;br /&gt;
As this article contains quite a lot of information, I've added the appropriate category, and the tileset criterion does not currently appear to be a requirement for Exceptional quality, I have moved this article up from Fine.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 14:59, 11 May 2010 (UTC)&lt;br /&gt;
: Awesome. Thank you everyone who helped make this article.-[[User:Studoku|Studoku]] 03:16, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Exact Calculation ==&lt;br /&gt;
&lt;br /&gt;
Why the exact calculation for the water above a farm?  Why not flood a room, then pull a lever to open a hatch to a cistern below the farm?  I have just tried this, seems to work fine.  [[User:Fephisto|Fephisto]] 00:17, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It is neater if you don't need to drain the room afterwards. Flooding it and then draining it is much easier though, though i personally run the excess water off the map or into the caverns. [[User:Dangerous Beans|Dangerous Beans]] 08:44, 22 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pond Method Not 100% Reliable ==&lt;br /&gt;
&lt;br /&gt;
This needs more testing, but here are the steps I took and their results:&lt;br /&gt;
&lt;br /&gt;
1) dug out a 5 x 9 room in stone (not soil)&amp;lt;br /&amp;gt;&lt;br /&gt;
2) added doors to the room and locked them tight&amp;lt;br /&amp;gt;&lt;br /&gt;
3) channeled two hole in the ceiling (evenly spaced) and marked them as ponds&amp;lt;br /&amp;gt;&lt;br /&gt;
4) dwarves used water from a well to (slowly) fill the room&lt;br /&gt;
&lt;br /&gt;
Initial results: watered tiles showed mud. Eventual results: only about 1/3 to 1/2 of the watered tiles contained mud (but all were marked as damp).  I watched the process carefully after noticing this and it seems that occasionally the added water was “washing away” the piles of mud.  Dwarves were not cleaning the mud away as the doors to the room were locked (not that they do this normally, but it was one of my initial thoughts).  I don’t know exactly why this happened or what caused the mud to go away (except that I assume it was the water washing it away).  It could be that my source of water (a well) was ‘clean’ water and not muddy water (as all water from wells is) but then I don't know where any of the mud came from if that's the case.  Can anyone confirm this? (This was done in version 31.04) --[[User:Frewfrux|Frewfrux]] 16:20, 17 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Irrigation: How often ==&lt;br /&gt;
&lt;br /&gt;
How often do I need to irrigate my farms? Only once, for the entire life of the plot? Or should I run some water over them every year or something?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 13:57, 23 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=117647</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=117647"/>
		<updated>2010-06-09T18:22:03Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Program Lockup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
'''Please link to the mantis tracker issue as well as the forum post if possible.'''&lt;br /&gt;
&lt;br /&gt;
'''This page recently underwent a major cleanup edit.  See the talk page for more info.'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*Tilesets in png format don't work.&lt;br /&gt;
:Tilesets must be in .bmp format, the .png format only works for the d# series. A d# merge is in progress, .png will be supported soon.&lt;br /&gt;
&lt;br /&gt;
*When choosing material for a squad item, there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
:This is because there are hundreds of different forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
*Making adamantine items sometimes results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot;  &lt;br /&gt;
:This happens if you don't have enough cloth/wafers/strands, if you have enough it works nicely. This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes.&lt;br /&gt;
&lt;br /&gt;
*Animals are listed twice on the embark screen.&lt;br /&gt;
:They're listed twice because they separately list males and females.&lt;br /&gt;
&lt;br /&gt;
*Weird red C in top left corner&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message&lt;br /&gt;
:&amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52514.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No option for magma in the finder&lt;br /&gt;
:[[Magma]] is guaranteed everywhere now.&lt;br /&gt;
&lt;br /&gt;
*Unable to add items or skill points on the embarking screen.&lt;br /&gt;
:Check your keybindings!  By default the keys to add and remove items and skills are + and - on the numpad.&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of weapon (unlike in 40d.)&lt;br /&gt;
&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events.  The molten metal falling from them will make statues out of any corpses below where they died.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as fly brains, which in real life go at about 900 thousand brains to the pound).  These unrealistic foods have also been seen in trading. This may be related to further issues involving vermin's organs.&lt;br /&gt;
&lt;br /&gt;
*All fish are mentioned twice.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*No easy way to quit from the embark screen.  You cannot quit once you press &amp;quot;Dwarf Fortress&amp;quot; until you've actually embarked unless you kill the process.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=20 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*You may get a &amp;quot;Caveren Collapse&amp;quot; announcement as soon as you arrive.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=51 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52412.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There are currently very few or even no fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52217.0 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Bug Tracker] --'''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*When linking buildings to levers/pressure plates, the view may center on a different building than the one that is currently selected.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1915 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
&lt;br /&gt;
*Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
&lt;br /&gt;
*Alligators can wear armor&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  Arena testing has revealed that [[dragonfire]] and [[magma]] can melt bronze colossuses, and falling from very high up may kill some undead creatures.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.&lt;br /&gt;
&lt;br /&gt;
*Animals with teeth do nearly no damage.  Don't count on your wardogs to help defend your fortress.&lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=55798.0 Workaround]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=23 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272 Forum Link]&lt;br /&gt;
:'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Metal goblets are sometimes iron, regardless of input&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves.  This was intended as a helpful feature, as dwarves will try to finish what they are doing before running off to eat.  However, many players view it as a bug, because it can cause dwarves that are far from food to begin with to starve to death.  Working while hungry or thirsty also causes unhappy thoughts, slower work, and worse quality work.&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=8 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Cooking with alcohol is buggy&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=206 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=138 Bug Tracker]&lt;br /&gt;
:Workaround: Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal.&lt;br /&gt;
:Workaround: The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze.&lt;br /&gt;
&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=256 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Metal items may require fewer bars/wafers than announcements lead you to believe.  Since price of items is affected by what went into creating it, this can lead to your adamantine armor being worth far less than it would otherwise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=130 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=712 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Immigrants can arrive with only peasant labors enabled, even if they are legendary jewelers. They may sometimes have weird labors enabled. (Stonecrafting master lye makers.)&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=110 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=68 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
:Workaround: Undesignate whatever the party is gathered around and it will end.&lt;br /&gt;
&lt;br /&gt;
*Soap-making task is missing from the workshop. Issuing work order through the manager does work.  Also with cutting clear and crystal glass.&lt;br /&gt;
:The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=93 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (Cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up.)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!)&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Has been seen to ignore all metal bars, ores, other rock, and rock.  (Confirmed)&lt;br /&gt;
&lt;br /&gt;
*Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&lt;br /&gt;
:Seconded Most if not all figurines made in Fey moods become iron, despite the material used.&lt;br /&gt;
&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04; Unconfirmed)&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects: &amp;quot;She likes to consume she&amp;quot;&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
:This is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
&lt;br /&gt;
*In BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eyelids are around the right eye and clean the left eye&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 Forum Link]&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=157 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Custom stockpile options don't seem to always work&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*Dead vermin never rot &lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=161 Bug Tracker] --'''Fixed''' {{version|0.31.04}}&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken&lt;br /&gt;
:[http://www.bay12games.com/forum/index.php?topic=52126.0 Forum Link]&lt;br /&gt;
&lt;br /&gt;
*There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=439 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
'''{{L|Military|Main Military Page}}'''&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/view.php?id=535 Main Military Equipment Bug Tracker Page]'''&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (Multiple reports, bug incidence is somewhat inconsistent, deconstructing assigned barracks sometimes helps.)&lt;br /&gt;
&lt;br /&gt;
*The [[arsenal dwarf]] may assign weapons/armor that do not belong to you.&lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=1290 Bug Tracker-Goblins] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=1526 Bug Tracker-Caravans] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*Squads can get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
&lt;br /&gt;
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process.  [[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.&lt;br /&gt;
:{{L|Military/Guide}}&lt;br /&gt;
&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
&lt;br /&gt;
*Dwarves will sometimes use many weapons and armor at once.  When they have two weapons in the same hand, they seem to be unable to attack with either weapon.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=648 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=182 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use any armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one.&lt;br /&gt;
&lt;br /&gt;
*Copying an empty order causes an immediate crash.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=35 Bug Tracker] --'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. &lt;br /&gt;
:[http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 Bug Tracker] --'''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
== Medicine ==&lt;br /&gt;
*Surgeons may endlessly perform surgery on dwarves with no effect.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=318 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
&lt;br /&gt;
*Any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=296 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
**Dwarves raid caravans for cloth (maybe thread as well) for the hospital zone.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=66 Bug tracker]&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves might not appear in the kitchen menu, and dwarves might not cook them, rendering them useless except for trading.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=47 Bug Tracker] --'''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu.&lt;br /&gt;
&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden.  Buidling on the area they occupy is impossible, as dwarves won't move the item.&lt;br /&gt;
:Workaround: Make water wash the item into a river, or somewhere it will be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
&lt;br /&gt;
*When the mayor dies, all nobles are removed until a new mayor is elected.&lt;br /&gt;
:Workaround: To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=141 Bug Tracker] --'''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
*Former mayors continue to demand accomodations and make mandates.  You can check their mandates by going to that specific dwarf's thoughts.  This can cause [[fun]] as dwarves are arrested for not fufilling demands.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=814 Bug Tracker] --'''Fixed''' {{version|0.31.05}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode. &lt;br /&gt;
:[http://www.bay12forums.com/smf/index.php?topic=53505.0 Forum Link]&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=42 Bug Tracker] --'''Fixed''' {{version|0.31.02}}&lt;br /&gt;
&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles.&lt;br /&gt;
:Workaround: Restart Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
*In the 'z'-status menu, there is no image for nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=375 Bug Tracker] --'''Open'''&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) may invalidate the save, even if you give the save its original name back.  ((Confirmation needed))&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
*Elf traders may stay a long time.&lt;br /&gt;
:This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal.  Check what is carrying their goods when they arrive.  Often it will be warthogs, which do not have trade capacity values.  Which apparently makes them carry enormous, ridiculous loads and take forever to load/unpack.&lt;br /&gt;
:Workaround: A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, you may or may not have to make a new world for the fix to take effect.&lt;br /&gt;
:Workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
::Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=325 Bug Tracker] --'''Fixed''' {{version|0.31.06}}&lt;br /&gt;
&lt;br /&gt;
*No one brings wagons, even if there is a clear path to your depot.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=197 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
*Dwarves may try to eat unowned food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
:[http://bay12games.com/dwarves/mantisbt/view.php?id=237 Bug Tracker]&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
*The DF process sometimes locks up (freezes) when alt-tabbing to another window and back.&lt;br /&gt;
:Workaround: That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
::Alt did not work, neither did control, shift, enter or any combination of those--[[Special:Contributions/208.81.12.34|208.81.12.34]] 18:22, 9 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=117374</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=117374"/>
		<updated>2010-06-08T15:00:21Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Program Lockup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, &amp;lt;strike&amp;gt;as they always have had to be.&amp;lt;/strike&amp;gt;  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
::Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. [[User:AngleWyrm|- AngleWyrm]] 03:37, 1 May 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
::::But they are not listed as &amp;quot;Dog (male)&amp;quot; and &amp;quot;Dog (female)&amp;quot;, just two &amp;quot;Dog&amp;quot; entries, and there seems to be no way to tell which is which. &lt;br /&gt;
:::::In my game I see symbols following the animal types indicating sex. &amp;quot;Dog (Male Symbol)&amp;quot; and &amp;quot;Dog (Female Symbol)&amp;quot;  Are you using custom graphics? --[[User:Kyle Solo|Kyle Solo]] 14:15, 7 June 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
::::::So in summary: this is not a bug, just make sure your keybindings work. --[[User:Kyle Solo|Kyle Solo]] 14:28, 7 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
:::It is actually good for one thing... slowing down and stopping fleeing enemies, especially since crossbows no longer seem to do the trick (since dwarves can't seem to fire them any more). --[[User:Tatterdemalian|Tatterdemalian]] 22:24, 16 May 2010 (UTC)&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
:Probably the same &amp;quot;not a bug&amp;quot; as having other creatures listed twice... there are separate entries for male and female fish, especially since hermaphroditic &amp;quot;fish&amp;quot; (oysters) are listed only once. The real question is &amp;quot;why would anyone bother?&amp;quot; but the answer to that is &amp;quot;because this is Dwarf Fortress.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Additionally, if you have a your skills and items templated and try to use one with fish, it will say &amp;quot;no X available&amp;quot; even though when you add try and add a new item it'll be there (tested only for turtles, but I'm guessing it's all of them) [[Special:Contributions/71.134.230.146|71.134.230.146]] 05:40, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[User:Guest|Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
::Which has always bugged me about DF... if this is a pre-pre-pre alpha game as advertised, why is it so picky about when and where you're allowed to quit, save, and so on? You'd think it would be designed to make testing game mechanics easier, instead of harder... --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
:This seems like a feature...&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Known bug] that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
*Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.&lt;br /&gt;
*For some reason, I got rediculous experience with an axedwarf. I had just embarked, and was using a dwarf with some military skills to clear out a cave. He was hunting Cyclopes, and (I'm including the full story for full detail, in case it helps at all) he got knocked down into some water, which he swam out of with no injuries yet. He then started chasing the enemies around, doing vicious damage. (He was equipped with an iron battle axe, and various types of armor, mostly steel. I came prepared for Terrifying conditions). Then, he got cornered by one that was only slightly injured, and a couple Large Rats. He fell unconscious (and I think this is what happened) the logs show DOZENS of attacks, almost all blocked by the armor. Then, at some point, Dwarf Therapist showed him as a Legendary + 5 fighter and a Legendary + 5 wrestler, both of which are also Legendary in DF itself. I think that all the attacks while he was unconscious all gave him xp, even though he was just lying there. --[[Special:Contributions/97.121.183.113|97.121.183.113]] 23:15, 31 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
**Fixed in 31.03.&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmed in 0.31.03 and 0.31.04)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
::The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
**Also with cutting clear and crystal glass.&lt;br /&gt;
::The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
*Miners will sometimes dig into underground seas (magma) with no &amp;quot;Damp Stone&amp;quot; (&amp;quot;Warm Stone&amp;quot;) notification prior to that.&lt;br /&gt;
:Anyone confirm this?  I haven't encountered it, and I've dug around a lot of magma/water.  I read that you don't get warned if you try to dig upward stairways; maybe that is your issue?  --[[User:Kyle Solo|Kyle Solo]] 14:28, 7 June 2010 (UTC)&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
::Perhaps they had the wood hauling labor enabled and were going to haul it?&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantine plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, skulls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
***Here too, and had one gem setter go mad when I couldn't fulfill his demand for &amp;quot;cut gems,&amp;quot; despite having hundreds of different cut gems in a stockpile right outside the shop. Apparently moody dwarves can sometimes be much more finicky about exactly what item they will accept; I've had one demand requesting &amp;quot;body parts&amp;quot; be satisfied with a mule hoof and a wolf skull from my refuse heap, while another wouldn't be satisfied with anything but turtle shells. Quantities are also impossible to determine, all different demands &amp;quot;blink&amp;quot; at the same frequency, no matter how many are desired. Filled demands that have already been gathered remain listed as well, but you can at least use the {{key|t}} command to view the contents of the shop the moody dwarf has occupied and see what he's already gathered. &lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
**Not necessarily.  Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)&lt;br /&gt;
**Seconded.--[[User:Nimblewright|Nimblewright]] 09:43, 2 May 2010 (UTC)&lt;br /&gt;
*Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&lt;br /&gt;
**Seconded Most if not all figurines made in Fey moods become iron, despite the material used.&lt;br /&gt;
*Glass Makers will not use a Magma Glass Furnace to manufacture their artifact. A traditional Glass Furnace is needed. (0.31.04; confirmation required)&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot (Resolved as of 0.31.04): http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)&lt;br /&gt;
*Dead vermin (both inside and outside) never disappear. (Resolved as of 0.31.04)&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
**I tried deconstructing their barracks (a cabinet with train/sleep/both equips), the squad suddenly all walked into a corner and crashed the game.&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)&lt;br /&gt;
**I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.&lt;br /&gt;
**Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams&lt;br /&gt;
*I had a huge forge works hammering out iron bars, which in turn became weapons and armor, and tried to equip my military with them.  They didn't show up in the equip list.  All I saw was a few scant pieces of armor like leather, wooden armor, leather gloves, copper swords etc.  I have all these lovely high-grade weapons and armor but I can't equip dwarves with them.  I had equipped my previous military with said copper swords and leather before I found iron, maybe that had something to do with it. -- Xvareon&lt;br /&gt;
*Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise. this happened to me for a few years before I realised! ~Maxxeh&lt;br /&gt;
*When [[Reclaim]]ing a lost fortress, soldiers will not use ANY armour or weapons assigned to them, insisting on training and fighting unarmoured and barehanded. This behaviour seems related to the [[arsenal dwarf]] position - when the fortress population becomes high enough and a dwarf is assigned to the position, soldiers will finally use the equipment they have been assigned. It seems that, on reclaiming, the game acts as if you need to have an arsenal dwarf right from the start, despite there not being any way to assign one. [[User:Pacula|Pacula]] 19:30, 28 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. &amp;lt;s&amp;gt;(Resolved as of 0.31.02)&amp;lt;/s&amp;gt; Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status &amp;gt; Kitchen list. Tested in multiple worlds and on multiple computers.&lt;br /&gt;
:They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03.  I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -[[User:Greycat|Greycat]] 11:37, 1 May 2010 (UTC)&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden. Buidling on the area they occupy is impossible, dwarves won't move the item.&lt;br /&gt;
**Workaround:  Make water wash the item into a river, or somewhere it'll be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
'''When a new mayor is appointed, all your nobles spots will come back.  To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).'''&lt;br /&gt;
&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached &amp;gt;50) and the noble positions opened up again.&lt;br /&gt;
&lt;br /&gt;
::Fifthed. Happened recently. Only the brave miner Lokum prevailed with sanity after a massive onslaught of a berserk dwarf who had single handely killed everyone else in my fortress. Except a moody dwarf in his workshop..&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
:Seconded, my old mayor is still considered a mayor, even though I have a new one.&lt;br /&gt;
:Thirded, I've had multiple mayors and all of them keep their old title.  I wonder if this is related to the sometimes excessive delay for a new mayor reported above.&lt;br /&gt;
:Fourthed, My militia commander was once elected mayor, but remained to have the 'mayor' title when a new one was elected.&lt;br /&gt;
:To make matters worse: Those piled up demands (in my 5th year now) cost me 2 legendary miners, and several other innocent dwarfs due to not fulfilling those demands.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode. (Resolved as of .31.02 [http://www.bay12forums.com/smf/index.php?topic=53505.0])&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
*Not sure how many got this, but all military dwarves show as masons.&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Esc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.&lt;br /&gt;
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==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
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:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.&lt;br /&gt;
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==Trading and Depot==&lt;br /&gt;
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&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;br /&gt;
::::::This is correct. A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, however, you may or may not have to make a new world for the fix to take effect. [[User:LockeslyLCrit|LockeslyLCrit]] 04:12, 20 May 2010 (UTC)&lt;br /&gt;
:A workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
:Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:01, 6 May 2010 (UTC)&lt;br /&gt;
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== Program Lockup ==&lt;br /&gt;
The DF process sometimes locks up (freezes) when alt-tabbing to another window and then bringing the process back. This has happened to me consistently several days in a row. I'll be playing DF, bring another window to the foreground (usually mail, internet explorer, work programs), and when I tab back to DF, it will be completely unresponsive and frozen, and I have to kill the process using the task manager, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:56, 25 May 2010 (UTC)&lt;br /&gt;
:That happened to me fairly often in the 40d# series. Try hitting the Alt key (I think it was Alt anyway) before you give up. [[Special:Contributions/75.210.204.237|75.210.204.237]] 04:42, 2 June 2010 (UTC)&lt;br /&gt;
:I should add that when the DF process is &amp;quot;locked up&amp;quot; it's still using up my CPU, so it's doing ''something'' but won't respond to keyboard commands. Seems to happen whether the game is paused or not, and in various screens too.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:00, 8 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116751</id>
		<title>v0.31 Talk:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Health_care&amp;diff=116751"/>
		<updated>2010-06-03T14:03:13Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Bug: overlapping office with hospital zone prevents bag/chest filling */ new section&lt;/p&gt;
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&lt;div&gt;Moved page to df2010, as it shouldn't be in mainspace [[User:Emi|Emi]] 02:33, 31 March 2010 (UTC)&lt;br /&gt;
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== Rest to death ==&lt;br /&gt;
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Be aware that once you have a hospital zone defined - all your injured dwarves will immediately run there at top speed and start to &amp;quot;Rest&amp;quot; there. &amp;quot;Rest&amp;quot; job can not be interrupted by any other job because a resting dwarf gains &amp;quot;unconscious&amp;quot; state. If you have no uninjured dwarves to bring food and water all patients will eventually get thirsty and dehydratate to death. Insanity breaks the &amp;quot;rest&amp;quot; job and the mad dwarf will wake up and wander around but it isn't helping.&lt;br /&gt;
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If all your dwarves are injured to some extent - don't designate hospital zones.&lt;br /&gt;
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== Starving to death in the hospital? ==&lt;br /&gt;
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I had a few injured dwarves; they ended up starving to death in the hospital while a surgeon tried to perform surgery. Do I need to put food stockpiles in the hospital? Does it need a well? --[[User:Bombcar|Bombcar]] 16:46, 3 April 2010 (UTC)&lt;br /&gt;
:Were all your other dwarves busy?  As &amp;quot;bring food/water to injured&amp;quot; is like a well job and will only occur when no other order is deemed more important.[[User:Kenji 03|Kenji 03]] 11:24, 5 April 2010 (UTC)&lt;br /&gt;
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== Nearby pond/pool of water ==&lt;br /&gt;
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I think it's very important to make note that a pond or pool be located inside or at least in a room adjacent to the hospital.  See my user page if you want details, but the basics is that doctors (and possibly other dwarves) will run to the nearest water source to clean an injured/resting dwarf if they're dirty/muddy/bloody/whatever.  The problem is both sieges and distance.  During a siege, your doctor's going to get killed, plain and simple.  Yeah, other dwarves will get killed bringing water to dwarves, too, so it's important anyway.  Another thing is distance.  Say you have a bloody dwarf with a badly dented chest, and another dwarf with a mangled, broken head gushing blood.  For whatever reason, your doctor decides to diagnose Urist McDentedChest first.  The next course of action is cleaning.  Your doctor then grabs the nearest bucket from your hospital coffers, runs up the stairs to the nearest murky pool, brook, or river and halfway back to the fortress gate, UristMcGushingBloodOutHisHeadHemmorage bleeds to death.&lt;br /&gt;
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On another note, dwarves do seem to clot very well now compared to old 40d.  UristMcGushingHead in my fort has stopped bleeding, and even gone from extreme pain to faint to pale, and now he's back to only fainting, but if you go into battle with multiple wounded dwarves, you're going to have your doctors making multiple runs outside.  Inside water needs to be made an important point.  With the irrigation technique required at the moment, it shouldn't be too hard to explain since a similar technique is used. --[[User:Ryun|Ryun]] 21:51, 3 April 2010 (UTC)&lt;br /&gt;
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         Would a well suffice?&lt;br /&gt;
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::It should, but I have not yet gotten to the point of making a well so I can't say I've tested it.  With the abundance of underground pools, it shouldn't be difficult to make.  I had suggested a pool initially because they would be easy to set up (except a little difficult to get full) for a new fort.  I assume they should, anyhow.  Once I bend my head around the technique of getting down to those pools multiple z-levels below, I'll test it. &lt;br /&gt;
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::After several stupid mining errors (&amp;quot;Let's use the channel ramps to mine instead of digging out the topmost staircase and get stuck forever!&amp;quot;) it appears that wells do indeed work for supplying dwarves water.  However, I would like a recommendation that the hospital is put on the z-level as closest as possible to an underground pool if that is the water source.  Dwarves take a fairly long time to get water when the distance the bucket must travel exceeds greater than 3 z-levels. Prep with multiple wells as well, of course, especially if you must place the well a long distance from the water source.--[[User:Ryun|Ryun]] 22:03, 13 April 2010 (UTC)&lt;br /&gt;
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::I chose to run stream water down to my hospital.  I channeled out a cistern one level deeper than the hospital level, connected ''diagonally'' to a shaft that ran to the stream.  The [[DF2010:Pressure#Diagonal_Flow|diagonal connection]] &amp;lt;!-- could someone tell me how to link from a talk page to the main pages as {L|DF2010:Pressure#Diagonal_Flow}} does not work --&amp;gt;kills the water pressure.  I crossed my fingers, channeled out the last tile connecting the shaft to the stream, and it worked perfectly, so I permitted use of the door to the cistern.  (I've not flooded a fort since the Second Magma Incident of 2007.)&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 06:11, 18 April 2010 (UTC)&lt;br /&gt;
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:::A well works fine. Sadly my dwarves don't use my bewdiful balineae right across from the hospital to fill buckets. Maybe because of all the soap in the water. (Okay, I'll be honest, never seen a dwarf with soap there, but they do get nice thougts from 'having a bath') --[[User:Old Ancient|Old Ancient]] 20:27, 18 April 2010 (UTC)&lt;br /&gt;
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== Traction bench bug? ==&lt;br /&gt;
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My medical dwarves seem unable to move patients onto the traction bench. I've seen mine spend most of a year on &amp;quot;Place In Traction&amp;quot;, standing over the victim, not accomplishing anything. --[[User:DarthCloakedDwarf|DarthCloakedDwarf]] 05:09, 18 April 2010 (UTC)&lt;br /&gt;
:I cannot confirm, for I have not even seen any of my hospital workers (with surgery enabled) use the things, and all the wounded recover just fine, regardless. --[[User:Bronzebeard|Bronzebeard]] 00:11, 1 May 2010 (UTC)&lt;br /&gt;
::i had the same &amp;quot;place on traction bench&amp;quot; problem; my doctor was stood over the patient for what seemed like an eternity with that job description, but nothing was happening. as he started to starve himself, i removed the traction bench and he went to get some grub. i then tried the bench in a different position (away from any walls), but that didnt work either; had the same job, both in the same positions, but nothing was happening... i've ended up just scrapping the traction bench altogether, and have had no problems since :]--[[User:DJ Devil|DJ Devil]] 02:20, 1 June 2010 (UTC)&lt;br /&gt;
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== * Dwarves without a depot will steal hospital items and store them once a trade caravan arrives. ==&lt;br /&gt;
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what does this mean?&lt;br /&gt;
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:I guess it refers to the more general bug of dwarves not respecting property of caravans in some situations; supposedly they will steal food and booze if thers none in the fortress piles and they r hungry. So in this case they try to fulfill the thread, cloth and so on requests, ordered in the hospital H menu. Haven't encountered this myself though. --[[Special:Contributions/92.202.18.240|92.202.18.240]] 20:33, 27 April 2010 (UTC)&lt;br /&gt;
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== Surgery bugged? ==&lt;br /&gt;
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It worked fine for me: it took a heckuva long time because my surgeon was incompetent; several surgery jobs and some ancillary damage later, rediagnosis - no more surgery required!  So it looks like a bad surgeon will take lots of attempts to get there but will eventually succeed.  [[User:Soundandfury|soundandfury]] 22:55, 5 May 2010 (UTC)&lt;br /&gt;
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== Hospital beds ==&lt;br /&gt;
I had a soldier who required suturing and since suturing is bugged, he never healed. Despite doing his duty and fighting, he kept returning to the hospital, showing rest instead of sleep, racking up bad thoughts from not being in his room and bed and possibly didn't even eat or drink, only getting what others brought him. So I thought, meh, remove the beds. this made him sleep on the floor in the hospital. So eventually I removed the hospital and in no time he is back to ecstatic, sleeping in his room, eating in the hall, making new friends, taking a bath. His wound and the suture and dressing requests are still there and are performed (to no avail) in his room.&lt;br /&gt;
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My recommendation for now (31.04 should fix some hospital bugs): Don't have a hospital and first check if doctors work fine without it. --[[Special:Contributions/92.202.10.116|92.202.10.116]]&lt;br /&gt;
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='Clean Patient'=&lt;br /&gt;
what labour relates to this? ..awh, he just died of infection.. but for future use, does anyone know? is it an automatic part of the diagnosis progress, done by the diagnostician? is it done by anyone with a healthcare skill? and can we have the answer on the page, please?--[[User:DJ Devil|DJ Devil]] 19:40, 26 May 2010 (UTC)&lt;br /&gt;
: It makes sense that wound dressing wound be part of this, but you'd have to check, it might just be cleaning skill.  Ya need soap btw. [[Special:Contributions/71.134.230.146|71.134.230.146]] 04:55, 31 May 2010 (UTC)&lt;br /&gt;
::'need' is such a false word. it's not 'need'-ed. it just helps fight infection, so i'm told. i still havent made any, though :p  nor plan on it. ^-^   and i think it's part of the diagnosis progress, but i've not had much injury of late, and i only have one specialised doctor with all the relative labours enabled, so my guess is as good as anyone's ^-^   i shall change some labours during the next megabeast attack and try to pin it to one of them (or all of them?)--[[User:DJ Devil|DJ Devil]] 02:27, 1 June 2010 (UTC)&lt;br /&gt;
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== Two dwarves in one bed? ==&lt;br /&gt;
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I was trying to ignore all the injured dwarves in my fortress for awhile, but it wasnt doing to well for me, so i opened a hospital. then 2 dwarves immediatly went (as patients)and started resting in the same bed. what the deuce?&lt;br /&gt;
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== Bug: overlapping office with hospital zone prevents bag/chest filling ==&lt;br /&gt;
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I had a hospital zone with 10 chests, and my dwarves would not put anything in them- cloth, thread, splints, etc.&lt;br /&gt;
This was because my Chief Medical Dwarf's office overlapped the hospital. Once I deconstructed his office chair, dwarves came to fill the hospital chests with supplies.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 14:03, 3 June 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=115764</id>
		<title>v0.31 Talk:Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Trap&amp;diff=115764"/>
		<updated>2010-05-28T15:07:15Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Weapon */&lt;/p&gt;
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&lt;div&gt;I had a horse-mounted goblin swordsman pass over six layers of cage traps and at least 20 layers of stonefall traps without triggering any of them.  The prior year, against unmounted goblins, the traps worked fine (with reduced effectiveness compared to earlier versions, as has been reported), though I did have to flood the passage to kill them because three of them simply stopped moving and started shooting cats, waiting for dwarves to come for their pets, apparently.&lt;br /&gt;
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I have had goats, goblins and alligators happily walk right through a stone trap bomb carpet of 3-5 layers (per person) and walk away wounded, but still walking. This certainly seems new.&lt;br /&gt;
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Experiences with this? --[[User:Birthright|Birthright]] 19:42, 14 April 2010 (UTC)&lt;br /&gt;
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:Maybe that´s because they deal only blunt damage (I think), which has been severely nerfed (because it seldom deals critical wounds and bleeding). I had the same experience with a goblin siege in year 2, which then also doomed my entire fortress (because I only got mildly trained soldiers with leather armor and copper weapons and marksdwarfs are bugged). &amp;lt;br&amp;gt; I think they will regain their usefulness, when damage types get balanced again. On the other hand, they really were quite overpowered before, considering the needed setup-time and material. ~ [[User:Felcis|Felcis]] 20:34, 14 April 2010 (UTC)&lt;br /&gt;
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::Makes sense. I'm not even complaining - I like a challenge. The wooden spears, bows and arrows in my weapon traps btw may be a bit overpowered now.&lt;br /&gt;
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== Spike Trap ==&lt;br /&gt;
Spike traps seem to be seriously dependent on weapon material now for their damage. The same 10x glass menacing spike will cause serious damage to a clothes-wearing dwarf (several red external and internal wounds), but will do nothing to a Goblin wearing copper armour. Well, after about 50 spikings all his fingers and toes were red, as was his nose and ears, and for some reason right lower leg, but the rest of him was fine - or was once he'd had time to heal the bruises.&lt;br /&gt;
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Also, they appear to train people being attacked by them, as said Goblin pikeman became a pikemaster before I let him out, and was able to bat spikes out of the way before they touched him.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 05:01, 29 April 2010 (UTC)&lt;br /&gt;
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== Stonefall ==&lt;br /&gt;
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It's my recollection that stonefall traps outright destroy the stone when they are triggered, so they always need to be reloaded with a fresh rock from somewhere else. --[[User:Quietust|Quietust]] 20:56, 14 April 2010 (UTC)&lt;br /&gt;
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:Well, try it out? Certainly not the case here, and never was IIRC. --[[User:Birthright|Birthright]] 21:20, 14 April 2010 (UTC)&lt;br /&gt;
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::I second that. I always have the stone of the trap lying on it after it was triggered, so it was not destroyed. I´m not even sure if the dwarfes always need a different one, but I never payed close attention to that. ~ [[User:Felcis|Felcis]] 21:26, 14 April 2010 (UTC)&lt;br /&gt;
:::I think the wisdom of the old ages on that was that the reloader picks the closest stone at the time he is tasked with the job. So if one guy reloads 6 traps he might well pick some of the stones right there - never checked really. --[[Special:Contributions/92.202.32.216|92.202.32.216]] 02:02, 15 April 2010 (UTC)&lt;br /&gt;
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== Weapon ==&lt;br /&gt;
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Hi guys, been playing DF for a long while but the improvements in the latest versions have inspired me to try to contribute a bit to the wiki for the first time. If you think any information is incorrect then feel free to shout out about it. [[User:Akkie|Akkie]] 18:23, 15 April 2010 (UTC)&lt;br /&gt;
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Can ARROWS be loaded in weapon traps, or only BOLTS?&lt;br /&gt;
--[[Special:Contributions/208.81.12.34|208.81.12.34]] 15:07, 28 May 2010 (UTC)&lt;br /&gt;
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== Cage Traps? ==&lt;br /&gt;
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are they still as effective as in 40d?  the current article doesn't have anything on them  .-Slothen--[[Special:Contributions/99.96.100.228|99.96.100.228]] 21:29, 18 April 2010 (UTC)&lt;br /&gt;
: Yes they are: Dragons as well as colossi are no threat as long as you have cage traps at your entrance - wooden cages are still sufficient to contain them savely. --[[User:Doub|Doub]] 21:47, 18 April 2010 (UTC)&lt;br /&gt;
::I was attempting to test all this in my latest fort. Can someone else please verify that this is still the case by writing in here that they've seen it happen. I know that titans(not sure about traditional megabeasts) have &amp;quot;trap avoid&amp;quot; tags and are not affected by stone-fall or weapon traps (I've tested that myself in a previous fort) but have yet to try to cage them.  -- [[User:Akkie|Akkie]] 15:01, 19 April 2010 (UTC)&lt;br /&gt;
::Forgotten beast safely traveled through a corridor with two cage traps in it. I hardly had time to build a floor above the stairway to the caverns, pheeew... Damn it was such a brilliant idea to get a Beast for my zoo! --[[User:Peregarrett|Peregarrett]] 13:52, 21 April 2010 (UTC)&lt;br /&gt;
:::Ok thanks, I think I'll just say &amp;quot;Some rare creatures&amp;quot; are immune to cage traps to avoid any spoiler action. People can put all that spoilery stuff in the forgotten beast section! [[User:Akkie|Akkie]] 18:32, 21 April 2010 (UTC)&lt;br /&gt;
::::i have several (20+) cage traps leading into the back entrance of my fort, and a forgotten beast was not captured by any of them. infact, quite the opposite; at the end of the long, narrow stretch of traps lay a crew of soldiers awaiting it. and after a bit of a skirmish, i've ended up with TWO 'dwarf cage's - should this be in the article, too? seems relatively important to me, and the poor soldiers trapped inside..--[[User:DJ Devil|DJ Devil]] 02:15, 26 May 2010 (UTC)&lt;br /&gt;
:::::Unconscious dwarves will fall victim to otherwise 'friendly' traps. --[[Special:Contributions/67.163.255.238|67.163.255.238]] 02:33, 26 May 2010 (UTC)&lt;br /&gt;
::::i didnt know that. both were severely injured, so them being unconscious was highly likely. should that fact be on the page?--[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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&lt;br /&gt;
Cage traps require a certain skill to reload.  It is either mechanics or masonry (I'm assuming mechanics but haven't been able to verify yet since my traps aren't being used atm).  Would be nice to include this in the article.&lt;br /&gt;
&lt;br /&gt;
==taming==&lt;br /&gt;
I'm not sure who put the &amp;quot;taming isn't working&amp;quot; notice up, but I have tamed mountain goats caught in a trap in my latest fort. What evidence are you basing this on? Has anyone else not been able to tame creatures? Remember '''some''' creatures (with [PET_EXOTIC]) require the dungeonmaster (who seems to never turn up at the moment) to tame.&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Immibis&amp;diff=115375</id>
		<title>User talk:Immibis</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Immibis&amp;diff=115375"/>
		<updated>2010-05-25T17:46:34Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Gypsum plaster casts? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to this wiki! Dwarf Fortress rapidly becomes more complicated, and we're always glad to have new writers.&amp;lt;br&amp;gt;&lt;br /&gt;
Since you should try to follow wiki standards, and you probably don't know ours yet, we've made a list of basic guidelines. Note that this is a template, not a customized message for you.&lt;br /&gt;
* To tell us who you are when you talk, please sign your posts on discussion pages by typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt; after your posts. This can also be inserted with the [[Image:Button sig756222.png]] button if JavaScript is enabled.&lt;br /&gt;
* Don't put a question mark in the title of a page. Question marks mess things up, and your page will be moved to a different name.&lt;br /&gt;
* When making comments on a talk page, use one more colon before each line in your comment than was used in the comment you reply to. In general, put exactly one empty line between comments by different users but do not use blank lines inside of a comment.&lt;br /&gt;
* Avoid making many small edits to a page. Instead, try to make one large edit. This makes the history of the page a lot easier to read.&lt;br /&gt;
* Don't edit the user page of another user. If you want to tell them something, add the comment to their talk page.&lt;br /&gt;
* If you put a comment at the bottom of a talk page with section headers, you've probably put it in a section. Putting things in the wrong sections is confusing. You can create a section!&lt;br /&gt;
* Generally, [[Dwarf_Fortress_Wiki:Community_Portal#We_are_doing_this.21_Let_us_do_it_right.|read and follow the rules.]] They're like a little constitution, except not boring! Really, read them.&lt;br /&gt;
&amp;lt;div align=center&amp;gt;&amp;lt;div style=&amp;quot;width: 28em; padding: 0.5em; margin-bottom: 0.5em; margin-top: 0.5em; border: 1px solid #ccc; background: #eee; text-align: center&amp;quot;&amp;gt;''&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot; --[[User:Savok|Savok]]''&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==New pages &amp;amp; links &amp;amp; etc==&lt;br /&gt;
Hi. Nice pages - except... a wiki works on links. Links to, links from. Your [[Dwarf cancels fill pond: Inappropriate building]] page is very short - linking it to pond, channel, zone - all that allows a reader (esp a newbie) to move directly to related topics. Similar with [[Their wagon has bypassed your inaccessible site]] - wagon, trade depot, merchant - how do you &amp;quot;clear a path&amp;quot;?  A '''See Also:''' comment at the bottom could work too.  The more links to/from, the more useful the page is.&lt;br /&gt;
&lt;br /&gt;
Also, use the key template when referring to keystrokes, &amp;lt;nowiki&amp;gt;{{k|D}} or {{key|D}}&amp;lt;/nowiki&amp;gt; = {{k|D}}, &amp;lt;nowiki&amp;gt;{{k|Enter}}&amp;lt;/nowiki&amp;gt; = {{k|Enter}}, etc. Otherwise, keep up the good work!--[[User:Albedo|Albedo]] 03:50, 28 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Redirects ==&lt;br /&gt;
&lt;br /&gt;
Hey, please use CV for redirects instead of 40d.  It allows us to automatically update the redirects for each new version that comes out. Thanks! --[[User:Briess|Briess]] 02:04, 20 March 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Gypsum plaster casts? ==&lt;br /&gt;
&lt;br /&gt;
You wrote in the Gypsum Plaster page that it is used to create casts. Where did you get this information from? In the current version, plaster is broken and does not get stored in hospitals nor is it used to make anything, so I'm wondering why you added this info to the wiki.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:46, 25 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=115365</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=115365"/>
		<updated>2010-05-25T16:56:49Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
*Please link to the mantis tracker issue as well as the forum post if possible.&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, &amp;lt;strike&amp;gt;as they always have had to be.&amp;lt;/strike&amp;gt;  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
::Using two different units of measure (a count of each, and some unspecified unit of measure) counts as a bug. [[User:AngleWyrm|- AngleWyrm]] 03:37, 1 May 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
:::Only butcherable are accepted for turning skeletons into bones.  This seems to mean that goblins and the like cannot be harvested for their bones anymore. --[[User:Squirrelloid|Squirrelloid]] 12:58, 15 April 2010 (UTC)&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
::I would reword that as &amp;quot;uberpowered wrestling is gone and has been nerfed, so that it is as useless as it should be&amp;quot; :)&lt;br /&gt;
:::It is actually good for one thing... slowing down and stopping fleeing enemies, especially since crossbows no longer seem to do the trick (since dwarves can't seem to fire them any more). --[[User:Tatterdemalian|Tatterdemalian]] 22:24, 16 May 2010 (UTC)&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
&lt;br /&gt;
:Probably the same &amp;quot;not a bug&amp;quot; as having other creatures listed twice... there are separate entries for male and female fish, especially since hermaphroditic &amp;quot;fish&amp;quot; (oysters) are listed only once. The real question is &amp;quot;why would anyone bother?&amp;quot; but the answer to that is &amp;quot;because this is Dwarf Fortress.&amp;quot; --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Additionally, if you have a your skills and items templated and try to use one with fish, it will say &amp;quot;no X available&amp;quot; even though when you add try and add a new item it'll be there (tested only for turtles, but I'm guessing it's all of them) [[Special:Contributions/71.134.230.146|71.134.230.146]] 05:40, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed)&lt;br /&gt;
&lt;br /&gt;
: ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
:::::I guess they are talking about not having a US keyboard or being on a laptop. The first hurdle for me a long time back with DF was figuring out what actual keys work ;) Now that we have keybinds this is all easier, but we need to tell people more that they can change any key they want. --[[User:Confused|Confused]] 20:29, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[User:Guest|Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
::Which has always bugged me about DF... if this is a pre-pre-pre alpha game as advertised, why is it so picky about when and where you're allowed to quit, save, and so on? You'd think it would be designed to make testing game mechanics easier, instead of harder... --[[User:Tatterdemalian|Tatterdemalian]] 17:30, 16 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
:This seems like a feature...&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil underground. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though). (confirmed to raid dwarven caravans as well)&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
**[http://www.bay12games.com/dwarves/mantisbt/view.php?id=232 Known bug] that is confirmed as resolved by toady on the bug tracker. Should be fixed in 31.04&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
*Ballistae have been nerfed considerably, they now easily glance off normal clothing and are very unlikely to kill anything with armour.&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
**Fixed in 31.03.&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
::The liquid seems to be underneath the kitchen.  If you remove the kitchen, some dwarf will come along and clean the spill.  Then you can remake the kitchen.  I'd recommend simply disabling all cooking of booze. --[[User:Greycat|Greycat]] 00:24, 26 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making task is missing from the workshop. Issuing work order through the manager does work.&lt;br /&gt;
**Also with cutting clear and crystal glass.&lt;br /&gt;
::The soap making task has two reagents, one of which is a barrel that [CONTAINS_LYE]. The bucket the lye is produced in doesn't count, since it's a bucket, not a barrel. Make sure you have 1) a dwarf with the appropriate hauling task enabled, 2) an empty, usable barrel, and 3) a food stockpile with lye allowed that accepts barreled inventory. Once the lye is in the barrel in the stockpile, check the soap shop again. Don't know why the glass is wonky, though. -[[Special:Contributions/76.102.26.49|76.102.26.49]] 06:27, 13 May 2010 (UTC)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
*Miners will sometimes dig into underground seas (magma) with no &amp;quot;Damp Stone&amp;quot; (&amp;quot;Warm Stone&amp;quot;) notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Canceling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantine plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
*When told to make Shell Crafts, your craft dwarf will go through the action of making something, but no product will be produced.--[[Special:Contributions/216.93.146.229|216.93.146.229]] 20:32, 20 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
***Same situation here. I have tons of bones, skulls, hoofs, horns, hair, cartilages etc., none of this seems to satisfy my moody dwarf. Maybe he wants something like shells (which is impossible to get due to the lack of fish) or ivory/tusks or something else I can't get, but it needs to be more specific anyway.&lt;br /&gt;
***Here too, and had one gem setter go mad when I couldn't fulfill his demand for &amp;quot;cut gems,&amp;quot; despite having hundreds of different cut gems in a stockpile right outside the shop. Apparently moody dwarves can sometimes be much more finicky about exactly what item they will accept; I've had one demand requesting &amp;quot;body parts&amp;quot; be satisfied with a mule hoof and a wolf skull from my refuse heap, while another wouldn't be satisfied with anything but turtle shells. Quantities are also impossible to determine, all different demands &amp;quot;blink&amp;quot; at the same frequency, no matter how many are desired. Filled demands that have already been gathered remain listed as well, but you can at least use the {{key|t}} command to view the contents of the shop the moody dwarf has occupied and see what he's already gathered. &lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
**Not necessarily.  Has been seen to ignore all metal bars, ores, other rock, and rock blocks, all at once. --[[User:Aescula|Aescula]] 09:01, 24 April 2010 (UTC)&lt;br /&gt;
**Seconded.--[[User:Nimblewright|Nimblewright]] 09:43, 2 May 2010 (UTC)&lt;br /&gt;
*Fey mood; Dwarf took only dog bones into the craftsdwarf's shop. Produced an iron figurine with an image of waves in dog bone on it.&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization. (Stone is considered metal) See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178 http://www.bay12games.com/dwarves/mantisbt/view.php?id=157&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot (Resolved as of 0.31.04): http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
***Actually, dead creatures/humans and butchered animals DO rot.--[[User:Egregius|Egregius]] 05:11, 28 April 2010 (UTC)&lt;br /&gt;
*Dead vermin (both inside and outside) never disappear. (Resolved as of 0.31.04)&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
* There is no category for wood blocks. As such, wood blocks can not be removed from carpentry workshops. http://www.bay12games.com/dwarves/mantisbt/view.php?id=439&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
*has been (gratefully) fixed as of .31.02 [http://www.bay12forums.com/smf/index.php?topic=53505.0]&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assigned to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
*Dwarves will sometimes equip two weapons in the same hand, this seems to cause them to be unable to attack with either weapon. --[[User:Fransbal|Fransbal]] 13:46, 16 April 2010 (UTC)&lt;br /&gt;
**I found the problem too be related to the right hand, dwarfs would equip 2 shields and 2 axes in one right hand. think it might be caused when dwarf upgrades previous right hand weapon to a better one. It grabs the improved weapon but it doesnt drop the old one. After that they just keep grabbing new items.&lt;br /&gt;
**Supposedly this is caused when a uniform is applied to a soldier more than once. Often they will double up on all sorts of equipment. I had a dwarf with 3 axes, 2 shields, 2 mail shirts (with a breastplate), and so on. It doesn't seem to be an 'upgrade' issue because they will occasionally double-up on equipment with exactly the same material/quality. -- Hams&lt;br /&gt;
*I had a huge forge works hammering out iron bars, which in turn became weapons and armor, and tried to equip my military with them.  They didn't show up in the equip list.  All I saw was a few scant pieces of armor like leather, wooden armor, leather gloves, copper swords etc.  I have all these lovely high-grade weapons and armor but I can't equip dwarves with them.  I had equipped my previous military with said copper swords and leather before I found iron, maybe that had something to do with it. -- Xvareon&lt;br /&gt;
*Dwarves who die are still listed in the military screen in their squad without any notification of their death. This could lead to a user assigning the best equipment to a squad leader without knowledge of his demise. this happened to me for a few years before I realised! ~Maxxeh&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
*Specifically, any blood smear or pool can spread indefinitely.  The most common problem is a pool of blood in a high-traffic area.  This causes every dwarf that touches it to get blood on them.  Each dwarf will then eventually wash it off, creating another pool of blood by the well, which is likely another high-traffic area.  Eventually you end up with the dining room and food stockpiles all coated with several dozen different creatures' blood.  Probably the best fix would be causing blood to &amp;quot;move&amp;quot; rather than &amp;quot;spread&amp;quot;. [[User:Theothersteve7|Theothersteve7]] 17:46, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. &amp;lt;s&amp;gt;(Resolved as of 0.31.02)&amp;lt;/s&amp;gt; Still unable to cook quarry bush leaves in 0.31.03, leaves do not show up in Status &amp;gt; Kitchen list. Tested in multiple worlds and on multiple computers.&lt;br /&gt;
:They appear in the Kitchen list for me, in the fortress whose world was generated in 31.03.  I'm missing all sorts of things from the Kitchen list, though, in the fortress whose world was generated in 31.01 -- all meat and other animal parts, all seeds, etc. -[[User:Greycat|Greycat]] 11:37, 1 May 2010 (UTC)&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
*Reclaim mode, some items recovered become immobile, even when claimed instead of forbidden. Buidling on the area they occupy is impossible, dwarves won't move the item.&lt;br /&gt;
**Workaround:  Make water wash the item into a river, or somewhere it'll be destroyed.&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
'''When a new mayor is appointed, all your nobles spots will come back.  To speed up this process, set the population required for mayors to '1' in the raws (raw&amp;gt;objects&amp;gt;entity_default.txt).'''&lt;br /&gt;
&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
::Fourthed.  Also it's been 3 full years since the tragedy happened and still no new mayor nor any other positions opened up.  Not knowing how much anything is worth is a painful way to play.  But its fun!  EDIT:  Recieved a mayor after 4 years (1 year after my population reached &amp;gt;50) and the noble positions opened up again.&lt;br /&gt;
&lt;br /&gt;
::Fifthed. Happened recently. Only the brave miner Lokum prevailed with sanity after a massive onslaught of a berserk dwarf who had single handely killed everyone else in my fortress. Except a moody dwarf in his workshop..&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
:Seconded, my old mayor is still considered a mayor, even though I have a new one.&lt;br /&gt;
:Thirded, I've had multiple mayors and all of them keep their old title.  I wonder if this is related to the sometimes excessive delay for a new mayor reported above.&lt;br /&gt;
:Fourthed, My militia commander was once elected mayor, but remained to have the 'mayor' title when a new one was elected.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
*Not sure how many got this, but all military dwarves show as masons.&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Esc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
:On Linux, I wrote a tiny script that backus the saves each time before the start of the game. Never a problem.&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
:Is this already fixed? Adamantine items seem not affected and steel greaves need 2 bars.&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;br /&gt;
:Forbid your depot ({{k|t}} - {{k|f}}) and they'll begone! -Manslay&lt;br /&gt;
:: Personally, I think this may not be a bug, but rather an odd way the pack-up-time is calculated.  If you trade an enormous number of individual objects, they seem to stick around longer.  This is common with the elves because people tend to use wooden bins.[[User:Theothersteve7|Theothersteve7]] 17:49, 13 April 2010 (UTC)&lt;br /&gt;
:::I've seen this happen quite a bit as well. However, I don't think that is the case. I always trade individual items (why get rid of perfectly good bins?) and the human/dwarven caravans don't linger as long as the elves do.--[[User:Kuroneko|Kuroneko]] 18:14, 14 April 2010 (UTC)&lt;br /&gt;
::::This is because creatures that the elves come with do not have pack animal values set on them, yet elves are able to use any creature as a pack animal. For example, check what is carrying their goods when they arrive: often it'll be warthogs or something similar, which do not have trade capacity values and thus the game probably sets them to max. Which makes them carry enormous, ridiculous loads and take forever to load/unpack. [[User:Teldin|Teldin]] 18:54, 14 April 2010 (UTC)&lt;br /&gt;
:::::That seems more likely than my theory. [[User:Theothersteve7|Theothersteve7]] 17:49, 15 April 2010 (UTC)&lt;br /&gt;
::::::This is correct. A fix is to go into the creature_large_topical.txt file and add in [TRADE_CAPACITY:XXXX] under the warthog's [PACK_ANIMAL] entry (where XXXX is the weight you want them to carry). Or just remove the [PACK_ANIMAL] tag altogether. Be forewarned, however, you may or may not have to make a new world for the fix to take effect. [[User:LockeslyLCrit|LockeslyLCrit]] 04:12, 20 May 2010 (UTC)&lt;br /&gt;
:A workaround: with the game paused and the depot in view, designate treecutting {{k|d}} - {{k|t}}, and just hold down the mouse button until the depot display no longer flashes between items very quickly.&lt;br /&gt;
:Why this works: it has been known that certain parts of the game engine keep running while the game is paused.  These include cat-dwarf adoptions and the trade liaison conversation.  It appears to also apply to traders loading up their goods, and probably to unloading goods as well.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 04:01, 6 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Program Lockup ==&lt;br /&gt;
The DF process sometimes locks up (freezes) when alt-tabbing to another window and then bringing the process back. This has happened to me consistently several days in a row. I'll be playing DF, bring another window to the foreground (usually mail, internet explorer, work programs), and when I tab back to DF, it will be completely unresponsive and frozen, and I have to kill the process using the task manager, losing all my work.--[[Special:Contributions/208.81.12.34|208.81.12.34]] 16:56, 25 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=112070</id>
		<title>v0.31 Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Known_bugs_and_issues&amp;diff=112070"/>
		<updated>2010-05-21T15:12:06Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* alt-tab causes program lockup */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==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;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Metal_crafter&amp;diff=111129</id>
		<title>v0.31:Metal crafter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Metal_crafter&amp;diff=111129"/>
		<updated>2010-05-18T13:56:18Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: adding link to Decorate page. alternative: &amp;quot;See also: Decorate&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #888&lt;br /&gt;
| skill      = Metal Crafter&lt;br /&gt;
| specialty  = Metalcrafter&lt;br /&gt;
| profession = {{L|Metalsmith}}&lt;br /&gt;
| job name   = Metalcrafting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Make {{L|crafts}}&lt;br /&gt;
* Forge {{L|goblet}}s&lt;br /&gt;
* Forge {{L|instrument}}&lt;br /&gt;
* Forge {{L|toy}}&lt;br /&gt;
* Forge {{L|flask}}&lt;br /&gt;
* Mint {{L|coins}}&lt;br /&gt;
* Stud with {{L|metal}}&lt;br /&gt;
* Forge {{L|chain}}&lt;br /&gt;
| workshop   =&lt;br /&gt;
* {{L|Metalsmith's forge}}&lt;br /&gt;
* {{L|Magma forge}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Metal Crafter''' skill is used to make {{L|metal}} craft goods, {{L|flask}}s, {{L|chain|chains}} and {{L|coin|coins}} at a {{L|metalsmith's forge}}.  It is also used to {{L|stud}} objects with metal.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=110554</id>
		<title>v0.31 Talk:Cage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cage&amp;diff=110554"/>
		<updated>2010-05-17T17:26:58Z</updated>

		<summary type="html">&lt;p&gt;208.81.12.34: /* Can't release small creature? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Can't release small creature? ==&lt;br /&gt;
&lt;br /&gt;
I'm trying to empty my cages which are filling up with bats and hedgehogs, but when I un-assign them from the cage I get the message: X cancels release small creature: need empty trap.&lt;br /&gt;
Does this mean I need traps to empty cages now? I would like some documentation on this--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:26, 17 May 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>208.81.12.34</name></author>
	</entry>
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