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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-21T18:59:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sun_berry&amp;diff=72915</id>
		<title>40d:Sun berry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sun_berry&amp;diff=72915"/>
		<updated>2010-03-12T18:20:44Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Crop|color={{color|6|1}}|seed_color={{color|0|1}}|character=:|name=Sun berry|edible=Yes|cookable=Yes|alcohol=[[Sunshine]]|rarity=Common|spring=1|summer=1|autumn=1|winter=1|habitat=Not freezing (wet) (good)|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Alcohol]]&lt;br /&gt;
}}&lt;br /&gt;
'''Sun berries''' are unimpressive little things, not very tasty, and they are only found growing wild in good [[biome]]s, where [[unicorn|the one-horned menace]] flourishes. Sun berries must also be found in wet areas, such as next to a [[river]] or pool of [[water]]. Sun berries can also occasionally be obtained from [[elf|elven]] [[caravan]]s.&lt;br /&gt;
&lt;br /&gt;
For all this trouble, however, sun berries produce [[sunshine]] when [[brewing|brewed]], which is the most valuable [[alcohol|booze]] in the game. In any event, once you get some seeds, you can grow them in surface farms in any biome -- even evil!&lt;br /&gt;
&lt;br /&gt;
* Grow time: 500&lt;br /&gt;
* Plant value: 2&lt;br /&gt;
* Drink value: 5&lt;br /&gt;
* Seasons: All&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of crops]]&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[MATGLOSS_PLANT:BERRY_SUN]&lt;br /&gt;
	[TILE:58][COLOR:6:0:1]&lt;br /&gt;
	[NAME:sun berry][NAME_PLURAL:sun berries]&lt;br /&gt;
	[WET][GOOD][BIOME:NOT_FREEZING]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[DRINK:sunshine:6:0:1]&lt;br /&gt;
	[DRINKVALUE:5]&lt;br /&gt;
	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[CLUSTERSIZE:5]&lt;br /&gt;
	[EDIBLE_VERMIN]&lt;br /&gt;
	[EDIBLE_RAW]&lt;br /&gt;
	[PREFSTRING:inner light]&lt;br /&gt;
	[SEED:0:0:1]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Surface crops]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23515</id>
		<title>40d:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege_engine&amp;diff=23515"/>
		<updated>2008-07-25T17:55:12Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Safety Warning */ verified, also toothpicks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Siege engines''' include the '''catapult''' and the '''ballista'''. Both are formidable weapons of tremendous range (more than a screen-width) and capable of dealing out horrendous damage. A ballista arrow means immediate death to each and every common creature in its path and will severely injure even a dragon.&lt;br /&gt;
&lt;br /&gt;
==Building Siege Engines==&lt;br /&gt;
In order to build a siege engine, you first need to produce three catapult or ballista parts in the [[Siege Workshop]]; you may then build the respective siege engine like any other building. Both tasks require the &amp;quot;Siege Engineering&amp;quot; labor and use the &amp;quot;Engineer&amp;quot; skill. It is not known whether the skill of the dwarf assembling the siege engine has any effect, but the quality of the parts certainly has: siege engines put together from masterpiece parts have a much higher rate of fire and accuracy.&lt;br /&gt;
&lt;br /&gt;
The assembled siege engine is, effectively, a 3x3 building. It cannot be moved about other than by taking it down and re-assembling it at the new site. Siege engines do not impede movement, though, so you don't have to worry about building them in a corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (simple)==&lt;br /&gt;
{{key|o}} will let you change the orientation, whether the siege engine is pointing up / down / left / right. This takes effect immediately, it does not require a dwarf to come and turn the engine.&lt;br /&gt;
&lt;br /&gt;
{{key|f}} toggles the current status between:&lt;br /&gt;
*Not In Use:  Dwarves with the Siege Operator job will reload unloaded engines and leave them unattended.&lt;br /&gt;
*Prepare to Fire:  Siege Operators will load the engine and remain stationed for further commands.&lt;br /&gt;
*Fire at Will:  Siege Operators will fire and load normally.&lt;br /&gt;
&lt;br /&gt;
The dwarves will (re-)load any siege engines that are not currently loaded; there's no way to prevent this short of disabling the labor on all dwarves. Ballistae require ''ballista arrows'' (made from wooden logs at the siege workshop, optionally tipped with metal ''ballista arrow heads'' made at a forge). Catapults use simple [[stone]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
Ammo is usually destroyed upon being fired, unless it falls a z-level (this may be a bug).&lt;br /&gt;
&lt;br /&gt;
 ########&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 CCC..._#&lt;br /&gt;
 ########&lt;br /&gt;
&lt;br /&gt;
The channel at the end of this firing range preserves the stone. For catapults there is usually so much spare stone that this is not necessary, but it could be used for fast stone transport, or simply to set up a self-contained training area. A similar effect can sometimes be observed when firing a catapult over bumpy ground outside.&lt;br /&gt;
&lt;br /&gt;
The design can be further improved by using a drawbridge rather than a wall, this way when the drawbridge is raised it acts like a wall deflecting the stone into the channel below. In the case of an attack on your fortress the drawbridge can be lowered allowing the catapult to fire.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 CCC..._¦.............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge raised deflecting stones into channel.&lt;br /&gt;
&lt;br /&gt;
 #####################&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 CCC...[].............&lt;br /&gt;
 #####################&lt;br /&gt;
&lt;br /&gt;
Drawbridge lowered allowing catapult to shoot down the corridor.&lt;br /&gt;
&lt;br /&gt;
==Using Siege Engines (advanced)==&lt;br /&gt;
&lt;br /&gt;
===Safety Warning===&lt;br /&gt;
&lt;br /&gt;
'''Ballistas will kill anything in their path!'''  Ballista arrows appear to hit any units in any square that the head passes through.  They are incredibly devastatingly dangerous weapons, and should never be used with friendlies anywhere in their cone of fire, including the space the ballista arrowhead occupies when loaded on the engine.  Always designate a restricted traffic zone for a lot of tiles along the firing arc and keep dwarves out of the area.  The shots appear to travel until they hit a wall or fly off the screen; the maximum range is about 150 tiles for an ordinary ballista.{{v|0.28.181.39e}} If the bolt passes through a tree, the tree will disappear, presumably reduced to toothpicks. &lt;br /&gt;
&lt;br /&gt;
Surprisingly, catapults are relatively safe.  Catapult operators will target enemies (and wild animals) if there are any in their field of fire. If not, they will loose the shot in a high arc that misses everything. It is perfectly safe to operate a catapult in the cave: just point it at a nearby wall of solid rock. A nice side effect is that this will in due time clear the whole area of stone.&lt;br /&gt;
&lt;br /&gt;
Using catapults to shoot into the open may provide some meat: as said above, the operators will target animals if there are any. However, elephants don't take nicely if you slay some of them. You also have a slight risk of killing your own dwarves or caravan escorts if they happen to be hunting the selfsame animal (and hence is close to it).&lt;br /&gt;
&lt;br /&gt;
===Placement===&lt;br /&gt;
Siege engines can almost only shoot at targets right in front of them on the same Z-level. The target may deviate only slightly, as the field of fire is about 20-30 degrees wide. Because of the huge blind spots, it is advisable to prepare the position so that the enemy will be channeled through the field of fire.&lt;br /&gt;
&lt;br /&gt;
Siege operators are civilians! They will drop their work and run if the enemy comes too close. &amp;lt;!--fixme: how close? will fortifications help?--&amp;gt; You should therefore place the engines behind a moat that will keep the enemy at a safe distance, or shield access to their location in some other fashion.&lt;br /&gt;
&lt;br /&gt;
Siege engines can shoot through [[fortifications]], just like any other projectile weapon. As fortifications appear to provide some protection against incoming bolts and arrows, it's usually a good idea to protect the siege engine in that way. The siege engine only needs a one tile wide fortification to shoot out.&lt;br /&gt;
&lt;br /&gt;
===Skill and Quality===&lt;br /&gt;
&lt;br /&gt;
The quality of the siege engine parts affects the engine's accuracy and reload time. It is not known whether the siege engine itself also can be of a certain quality. The quality and material of the ammunition (in case of ballista arrows) affects the damage and possibly accuracy as well.&lt;br /&gt;
&lt;br /&gt;
The only way of obtaining high-quality siege engine parts is to have them made by a trained engineer; the only way to train an engineer is to make parts or ammunition. Assembling and disassembling siege engines does not train the engineer skill. Dwarves will occasionally produce masterpieces long before reaching [[Legendary]] skill level, but be prepared to waste hundreds of logs until you have three masterpiece parts. Bringing an engineer to [[Experience|Proficient]] level (the highest you could buy when starting a new fortress) will take about 120 logs. Becoming Legendary requires the wood of 600 trees.&lt;br /&gt;
&lt;br /&gt;
The operator skill may affect accuracy; it certainly affects reload time. It will take a whole month for an unskilled dwarf to load a catapult; a Legendary operator with nearby ammo will get several shots at a running enemy.&lt;br /&gt;
&lt;br /&gt;
Operators are best trained on catapults, as these require nothing but cheap stone for ammo. It is recommended to have a number of dedicated operators that will follow no other line of work, and enough catapults for all of them to play with. As they're often going for a drink or sleep, you may get along with three catapults for four operators, and even two pieces would go a long way. Since the dwarf must hold the heavy stone in his inventory during the entire loading procedure, dwarves that have increased their strength statistic load catapults much more rapidly than others, making them good candidates for operator duty. You should start training early: it can take one year for an operator to become Proficient, and two more years until he finally reaches Legendary level; by then he will have spent 300 rounds. &lt;br /&gt;
&lt;br /&gt;
Loading ballista arrows seems to be much faster than loading catapults, probably due to the much lighter weight of the projectile.&lt;br /&gt;
&lt;br /&gt;
An alternative approach is cross-training any highly-skilled dwarves who aren't doing anything useful at the moment.  With a couple levels each in strength and agility, a decent-quality catapult, and an ample supply of ammunition nearby, a dwarf can become a Legendary siege operator within a few seasons at most, giving more flexibility in defense and several more levels for the fortunate dwarf.  Rotating Legendary miners out to siege-operation and then to stone-hauling duties sets up an efficient cycle.&lt;br /&gt;
&lt;br /&gt;
===In Battle===&lt;br /&gt;
&lt;br /&gt;
Ballistas hit any unit that the ballista arrowhead passes through.  This makes them an order of magnitude more effective in combat than catapults, which fire in an arc that hits only a few tiles per shot and is nearly useless against anything smaller than a troop of goblins.&lt;br /&gt;
&lt;br /&gt;
A siege engine you want to use for actual defense should be not set to fire at will, as this likely means that it's not loaded and ready at the time you actually need it. You should train your operators on other pieces.&lt;br /&gt;
&lt;br /&gt;
When the time comes, switch off all training engines and set all of the ones you'll be using to prepare to fire so the operators will be on-station; if some of them are currently not loaded, designate them to be disassembled so to prevent your operators from loading the training weapons instead of firing the real ones.&lt;br /&gt;
&lt;br /&gt;
Remember, operators are civilians. They do not care that the fortress is at stake: hunger, thirst and sleep always go first. That's why you trained more operators than you actually need; that's also why you disabled all other work that might distract them.  The most effective way to ensure that your operators won't run off is to lock them in with the siege engine when the time comes.&lt;br /&gt;
&lt;br /&gt;
===Ballista battery===&lt;br /&gt;
&lt;br /&gt;
If you place ballistas close enough together, you can completely cover a two or three tile wide corridor. Because siege engines are 3x3, they need to be staggered, so each one fires through the edge of the one ahead of it. This can be dangerous for your operators. To minimize risk, place [[fortification]]s to keep dwarves from wandering too far, and have only one entrance to the ballista room. There is still some risk that dwarves might wander into the line of fire, even with no reason to do so. &lt;br /&gt;
&lt;br /&gt;
In the diagrams, the ballistas ('b') fire to the right, and the entrance is the stairs ('X') to the south. The center-line of each engine is marked 'B' for clarity. Ammo storage is near the stairs, or possibly on another z-level. Expand the room southward for more storage. &lt;br /&gt;
&lt;br /&gt;
Two tile corridor (8x6 room)&lt;br /&gt;
&lt;br /&gt;
 ##########&lt;br /&gt;
 #bbb######&lt;br /&gt;
 #BBBbbbF++&lt;br /&gt;
 #bbbBBBF++&lt;br /&gt;
 #X++bbb###&lt;br /&gt;
 ##########&lt;br /&gt;
&lt;br /&gt;
Three tile corridor (11x7 room)&lt;br /&gt;
 #############&lt;br /&gt;
 #bbb#########&lt;br /&gt;
 #BBBbbbFFFF++&lt;br /&gt;
 #bbbBBBbbbF++&lt;br /&gt;
 #+++bbbBBBF++&lt;br /&gt;
 #X+++++bbb###&lt;br /&gt;
 #############&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Hopoate Doctrine==&lt;br /&gt;
&lt;br /&gt;
Forums user John Hopoate has written this guide (now slightly edited for modern versions) to the effective construction and operation of siege engines: &lt;br /&gt;
&lt;br /&gt;
Please bear in mind that this is VERY long term stuff (10 years). Only by having highly trained siege operators and high quality siege weapons can you shoot accurately. &lt;br /&gt;
&lt;br /&gt;
* Download LabourDF from here:&lt;br /&gt;
&lt;br /&gt;
http://dwarf.lendemaindeveille.com/index.php/Utilities#LabourDF&lt;br /&gt;
&lt;br /&gt;
* Start off with two miners and a woodcutter trained to proficient siege engineer status (the latter costs many starting points so choose your other starting gear and stats wisely) &lt;br /&gt;
&lt;br /&gt;
* After your fortress has about 50 dwarfs, build a siege workshop, place it at the front of your fort near the battlements and designate a custom stockpile within the battlements that can take only ballista arrows. Designate another custom stockpile that can take only regular stone. &lt;br /&gt;
&lt;br /&gt;
* Make sure your only one of your dwarfs is set to have siege engineering as an active labour. Change that dwarf's orders to have nothing but siege engineering enabled. It may help to give that dwarf a custom profession title (such as SIEGE) to distinguish that dwarf from others. When new Mechanic or Siege Engineer dwarfs arrive, make sure to disable siege engineering for them.&lt;br /&gt;
&lt;br /&gt;
* You'll need wood, lots of wood. &lt;br /&gt;
&lt;br /&gt;
* Get the siege engineer dwarf to build 18 catapult parts, place them inside behind fortifications (which catapults CAN shoot through), designate a custom stockpile of regular stone within the battlements. &lt;br /&gt;
&lt;br /&gt;
* Train six dwarves to legendary status with mining or another fast-training skill: their high attributes are absolutely necessary for siege operating. All operators should have no job orders other than their stat-training and siege operating. When there is no mining to be done, set six catapults to &amp;quot;fire at will&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* After the catapult parts are done, get the siege engineer dwarf to build about 100 wooden ballista arrows. Don't bother with metal arrowheads as they'll use 3 pieces of bronze each, and that certainly adds up. &lt;br /&gt;
&lt;br /&gt;
* Now that his or her skill is at a high level, your siege engineer dwarf should be able to build superior quality (*) siege engine parts with about a 75% success rate. Build about 40 catapult parts and 40 ballista parts. &lt;br /&gt;
&lt;br /&gt;
* Build ten catapults and ten ballistas with a MINIMUM of superior quality (*) components in an alternating sequence along your well stocked battlements. Dump any inferior components. &lt;br /&gt;
&lt;br /&gt;
* By this point your miners/operators should be at a high level of skill, possibly legendary. This gives your superior quality weapons a devastatingly high rate of fire and awesome accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Buildings]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Stymied&amp;diff=42708</id>
		<title>40d Talk:Stymied</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Stymied&amp;diff=42708"/>
		<updated>2008-06-16T16:54:19Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can anyone confirm what causes this? I had a goblin raid very recently, and all of a sudden this message pops up. --[[User:AlexFili|AlexFili]] 09:14, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Same thing happened for me. I believe that is caused when a diplomat leaves without doing his diplomacy stuff.&amp;lt;/captainobvious&amp;gt; --[[User:Savok|Savok]] 12:46, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Some immediate causes: Adamantine King bug (try to find king, but he's not there); insane diplomat dies; leader unreachable due to bridges being raised. [[User:Anydwarf|Anydwarf]] 12:54, 16 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42502</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=42502"/>
		<updated>2008-06-11T03:56:32Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.  These files begin with the filename as the othe...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
==Stone-specific tokens==&lt;br /&gt;
&lt;br /&gt;
Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
&lt;br /&gt;
A stone can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND]&lt;br /&gt;
*[AQUIFER]&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-7 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25181</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25181"/>
		<updated>2008-06-04T20:39:00Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: interesting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Aye. Why live in a desert if not for massive glass industries?&lt;br /&gt;
:::::Oh, and I don't make bins or barrels with anything &amp;amp;ndash; they aren't needed and are in fact annoying if you have OCD management. --[[User:Savok|Savok]] 14:35, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::Hm.. I suppose that would work if you don't make Dwarven syrup... [[User:Anydwarf|Anydwarf]] 16:39, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25178</id>
		<title>40d Talk:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Tower-cap&amp;diff=25178"/>
		<updated>2008-06-04T18:03:09Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Natural vs carved-out ponds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is hard to do? my girlfriend has several ponds just inside the ground of her diggings in various locations...&lt;br /&gt;
:Luck dependent. Not reliable.&lt;br /&gt;
Regarding the three-year thing:  I dug a couple of tree farm chambers (each 21x21) on the bottom level of my fort.  It took about 8 months to set up the irrigation system, after which I flooded most of each chamber.  One year later, I have my first mature tower-cap; there are about 50 more juvenile tower-caps, so we'll see how much of an outlier this is.  But three years is almost certainly wrong; it was solid rock 20 months ago. [[User:Doctorlucky|Doctorlucky]] 18:47, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Conjecture: The reason you can't bring tower-cap spawn nor plant them is because trees and shrubs are coded differently; you can plant the latter but not the former. And tower-caps are a variety of tree. Therefore, we will not be able to plant tower-caps until Toady unifies plants like he did for ore and stone. Just as we can now smooth and engrave ore veins. --[[User:Alfador|Alfador]] 12:01, 10 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
You have a GirlFriend?--[[User:Hoborobo|Hoborobo]] 13:07, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Natural vs carved-out ponds ==&lt;br /&gt;
&lt;br /&gt;
Is it essential that the pond is already there?&amp;lt;br&amp;gt;&lt;br /&gt;
What if I do what I'm doing at the moment and drain a surface pond (well a few actually...) into a subterrenean pond...?&amp;lt;br&amp;gt;&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 06:37, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh? You're talking about where the article said you had to discover an underground pond, right? It isn't true - the author meant &amp;quot;lake.&amp;quot; You'll get a pop-up message if you discover an underground lake or river.&lt;br /&gt;
:IMO, tower-cap growing isn't useful unless you want a large metalsmithing/glass industry and didn't settle with magma - traders will, if asked, bring quite a lot of wood. --[[User:Savok|Savok]] 08:47, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Some people will most certainly argue about the cost of wood by trading but atleast you get some exported/imported wealth figures and thus work towards nobles.&amp;lt;br&amp;gt;But the feature is nice to have, even if we still don't have the seeds. And for regions without trees it goes without saying that tree farms would be a gift from the gods.&amp;lt;br&amp;gt;&lt;br /&gt;
::--[[User:Karpatius|Karp]] 02:47, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Cost of wood? What? It's 3☼ each! And why are tree farms needed if I don't have trees? I build in a desert. No trees there, and I have about a hundred unused wood. Granted, I haven't started the clear glass industry or the siege industry, but wood is only needed for beds, clear/crystal glass, and siege engine parts. --[[User:Savok|Savok]] 11:08, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Personally I always choose to live near a forest, but it's quite acceptable to buy wood from traders. Though you may run into dry-spells if the caravans don't come for a year. I'd recommend having at least 100 logs at any time. Just in case you need to build lots of beds. You can build most other things from stone instead. --[[User:AlexFili|AlexFili]] 11:13, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I presume you're living next to a volcano in that desert, since 3 metal bars per bin or barrel is 4 bars more than I'm willing to use, and 3 bars plus fuel is just nuts. [[User:Anydwarf|Anydwarf]] 14:03, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20519</id>
		<title>40d Talk:Bookkeeper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bookkeeper&amp;diff=20519"/>
		<updated>2008-06-04T16:43:32Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Quantum bookkeeper works while paused! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My bookkeeper/carpenter won't do anything else other than update records...&lt;br /&gt;
I can't get him to go do carpentry, even though that's his main profession!&lt;br /&gt;
How do I get him out of his office? --[[User:Tarsier|Tarsier]] 18:27, 6 November 2007 (EST)&lt;br /&gt;
: Never mind, figured this out... just had to set the desired precision level to one below the currently reached one.--[[User:Tarsier|Tarsier]] 23:10, 7 November 2007 (EST)&lt;br /&gt;
== Quarters ==&lt;br /&gt;
(from article regarding quarters demand)&lt;br /&gt;
Really? I've only had an office demanded. --[[User:Savok|Savok]]	&lt;br /&gt;
&lt;br /&gt;
At what point does the bookkeeper require quarters (if at all)? --[[User:Shagie|Shagie]] 23:04, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:My newbie bookkeeper does not require quarters. --[[User:Arrendek|Arrendek]] 00:26, 6 November 2007 (EST)&lt;br /&gt;
:: I believe that the bookkeeper's quarters requirement only comes into play when you have a mayor.  Before that, all he (or she) needs is an office.  The wealth of your fortress is irrelevant.  --[[User:Chrispy|Chrispy]] 08:00, 25 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Most of the time, the Mayor and the bookkeeper are the same person, thus you need an office for that person.--[[User:CrazyMcfobo|CrazyMcfobo]] 18:52, 12 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Actually not, because mayor is usually the laziest dwarf around spending all his time gaining noble (talking) skills. Bookkeeper is this lonely nerd spending all his time counting numbers. Funny thing is that all this bookkeeping builds up huge muscles and awesome speed, thus making paperwork best pre-military training ever (for single dwarf). If it was possible to have multiple bookkeepers my entire army would be drafted from clerks. --[[User:Someone-else|Someone-else]] 13:52, 23 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infinite Experience Corrected? ==&lt;br /&gt;
&lt;br /&gt;
I'm using version 33g, it seems that at some point this bug got corrected, the bookkeeper will stop working once he reaches highest precision, and if I appoint someone else to the job that dwarf will also ignore it.&lt;br /&gt;
&lt;br /&gt;
Now, all we need is some code that makes precision slowly decrease over time (personally I would make it a value equal to the amount of stocks the fortress has, and have it decrease whenever objects get destroyed / transformed / sold, and only goes up with bookkeeper work, capped again at the maximum stock level)&lt;br /&gt;
&lt;br /&gt;
--[[User:Sergius|Sergius]] 12:38, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Precision *does* decrease over time, assuming you're acquiring new objects. (i.e. attaining highest precision early in a fortress's life where there are few objects will have little bearing on how accurate it will still be much later on when you've got a couple hundred pages of stocks) If you're looking for a simple degradation without changes to the actual items being counted, I don't see it happening, as it doesn't make a lot of sense on it's own. Once a count is fully established, it shouldn't be too hard to keep track of a static amount ;) --[[User:N9103|Edward]] 19:57, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::I have played a game for 4 years, got all my bookkeeping finished before the end of year one, and so far precision hasn't decreased one bit, I got the bookkeeper job off, the screen shows &amp;quot;the bookkeeper has done all the needed work for maximum precision&amp;quot; or whatever. And I've been trading like crazy with the caravan all those extra expensive bloody vomit-encrusted goblin giant spider silk socks, the fortress wealth is at least 3x what it was since the bookkeeping was done. --[[User:Sergius|Sergius]] 14:09, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::That's odd because I did similar (high, not highest, so I could track percentage to next level) and saw a gradual decrease with my precision. Did you keep a *very* close eye on the precision, and turn precision down to next lower level as soon as highest was achieved? --[[User:N9103|Edward]] 17:32, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quantum bookkeeper works while paused! ==&lt;br /&gt;
&lt;br /&gt;
It seems that my bookkeeper does work while the game is paused. It is the fifth of slate, first year, so (since I didn't get a throne asap) the bookkeeper has been working for a couple weeks or so. He's a High Master and gained three attributes while the game was paused. --[[User:Savok|Savok]] 11:05, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:That sounds weird. Surely pause = no frames = nothing happens --[[User:AlexFili|AlexFili]] 11:12, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::That's why he's a quantum bookkeeper. --[[User:Savok|Savok]] 11:33, 4 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Sounds similar to reports that liaison meetings progress while you're designating mining with the mouse. [[User:Anydwarf|Anydwarf]] 12:43, 4 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Loosing&amp;diff=42227</id>
		<title>40d Talk:Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Loosing&amp;diff=42227"/>
		<updated>2008-06-02T18:30:17Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: Yeah, normal prose style fits better than sounding like the OED. Should we go completely overboard and give pronunciation advice too? ~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yeah, normal prose style fits better than sounding like the OED. Should we go completely overboard and give pronunciation advice too? [[User:Anydwarf|Anydwarf]] 14:30, 2 June 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Store_Item:_Job_item_misplaced&amp;diff=42223</id>
		<title>Dwarf cancels Store Item: Job item misplaced</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_Store_Item:_Job_item_misplaced&amp;diff=42223"/>
		<updated>2008-06-02T18:20:53Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: This may be related to moving bins and barrels around, for instance if a bin has been taken to the depot, and a dwarf tries to store an item in it back at its original stockpile.{{verify}}...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This may be related to moving bins and barrels around, for instance if a bin has been taken to the depot, and a dwarf tries to store an item in it back at its original stockpile.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_task:_Interrupted&amp;diff=42218</id>
		<title>Dwarf cancels task: Interrupted</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_cancels_task:_Interrupted&amp;diff=42218"/>
		<updated>2008-06-02T18:14:37Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: This means that a civilian dwarf had line-of-sight to a hostile creature. It does not matter whether the creature can reach the dwarf.  This message can be your first warning of a rampagin...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This means that a civilian dwarf had line-of-sight to a hostile creature. It does not matter whether the creature can reach the dwarf.&lt;br /&gt;
&lt;br /&gt;
This message can be your first warning of a rampaging [[cougar]], or foretell your doom in the form &amp;quot;Dwarf cancels Fish: Interrupted by [[carp]].&amp;quot; It would be a good idea to find the dwarf in question and investigate.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Errors_FAQ&amp;diff=42078</id>
		<title>Template:Errors FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Errors_FAQ&amp;diff=42078"/>
		<updated>2008-06-02T18:11:16Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: +1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, scroll down to the bottom of this page and insert the following lines of code between the ###### comments:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second inserts your question, and the [[ and ]] cause the question to have its own answer page.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ff8080; border: 1px solid #f00; border-left-color:#f00; border-top-color:#f00; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #a44; border: 1px solid #803331; border-left-color:#f00; border-top-color:#f00; padding: 0.2em 0.5em&amp;quot; | '''Error messages FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Store Item: Job item misplaced]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Store Item: Item inaccessible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Construct Building: Item blocking site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Dropoff inaccessible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Dangerous terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Could not find path]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Forbidden area]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Job item lost or destroyed]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Pickup Equipment:Equipment mismatch]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Interrupted]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Errors_FAQ|Add a question to the Error messages FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Error messages]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=42156</id>
		<title>40d:Dwarf cancels task: Job item lost or destroyed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Job_item_lost_or_destroyed&amp;diff=42156"/>
		<updated>2008-06-02T18:10:06Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: another cause&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One cause of this error is when you deconstruct a building which had items inside it your dwarves were trying to haul.&lt;br /&gt;
&lt;br /&gt;
This error also occurs during Render Fat jobs for some reason.&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Loosing&amp;diff=42119</id>
		<title>40d:Loosing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Loosing&amp;diff=42119"/>
		<updated>2008-06-02T01:44:11Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: as long as we're giving advice on English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Loosing: Present participle of the verb &amp;quot;to loose&amp;quot;, which means &amp;quot;setting loose&amp;quot; (as dogs); &amp;quot;causing to be loose&amp;quot; (as a knot); or &amp;quot;letting fly&amp;quot; (as arrows). Compare the similar verb &amp;quot;loosening&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Losing]]: The opposite of winning.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please learn the difference&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Dangerous_terrain&amp;diff=42130</id>
		<title>40d:Dwarf cancels task: Dangerous terrain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dwarf_cancels_task:_Dangerous_terrain&amp;diff=42130"/>
		<updated>2008-06-01T16:31:49Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: This most often means that a dwarf would have to walk through deep water or magma to reach the destination.  In some cases a dwarf may happily wade into a pool of water to drink, o...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This most often means that a dwarf would have to walk through deep [[water]] or [[magma]] to reach the destination.&lt;br /&gt;
&lt;br /&gt;
In some cases a dwarf may happily wade into a pool of water to drink, only to realize the depth after entering, leading to &amp;quot;Dwarf cancels Drink: Dangerous terrain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Errors FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Errors_FAQ&amp;diff=42077</id>
		<title>Template:Errors FAQ</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Errors_FAQ&amp;diff=42077"/>
		<updated>2008-06-01T16:21:15Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!---To add a new question, scroll down to the bottom of this page and insert the following lines of code between the ###### comments:&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Your question exactly as you want it to be read by others]]&lt;br /&gt;
&lt;br /&gt;
LEAVE THE QUESTION MARK OUT, as this wiki engine doesn't cope well with creating %3F pages.&lt;br /&gt;
&lt;br /&gt;
The first line of code starts a new line of writing within the table, the second inserts your question, and the [[ and ]] cause the question to have its own answer page.---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| align=center style=&amp;quot;width: 80%; background: #ff8080; border: 1px solid #f00; border-left-color:#f00; border-top-color:#f00; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #a44; border: 1px solid #803331; border-left-color:#f00; border-top-color:#f00; padding: 0.2em 0.5em&amp;quot; | '''Error messages FAQ'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions below this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Store Item: Job item misplaced]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Store Item: Item inaccessible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Construct Building: Item blocking site]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Dropoff inaccessible]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Dangerous terrain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Could not find path]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Forbidden area]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels task: Job item lost or destroyed]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf cancels Pickup Equipment:Equipment mismatch]]&lt;br /&gt;
&amp;lt;!--- ########### Insert new questions above this line ########### ---&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|height=&amp;quot;10&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
| {{Edit|Template:Errors_FAQ|Add a question to the Error messages FAQ}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Frequently Asked Questions|Back to the Main FAQ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:FAQ - Error messages]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40680</id>
		<title>40d:Sparring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sparring&amp;diff=40680"/>
		<updated>2008-05-21T02:30:21Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: but it is (mostly) / Undo revision 25588 by Marginoferror (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Sparring''' is a form of non-lethal combat engaged in by [[soldier]]s to train their combat skills in [[fortress mode]].  Sparring takes place at [[barracks]]; off-duty soldiers will engage in mock combat with other off-duty soldiers, causing incidental injuries as they go but also gaining experience.&lt;br /&gt;
&lt;br /&gt;
It is said that there must be a minimum amount of floor space in barracks before soldiers will spar there.{{verify}}&lt;br /&gt;
&lt;br /&gt;
To assign a soldier to sparring, you must take his or her squad off duty.  This is accomplished by opening the {{key|m}}ilitary screen, selecting the soldier from the list, choosing to {{key|v}}iew the selected squad, then toggling the du{{key|t}}y status until it displays &amp;quot;Squad is standing down&amp;quot;.  You must have at least two melee soldiers off duty before sparring will begin, although they need not be of the same soldier class.  If the conditions are met, the soldiers will automatically choose to spar at their own discretion. &lt;br /&gt;
&lt;br /&gt;
Rotating soldiers between an always-off-duty training squad and a series of on-duty patrol squads can be an effective way of training soldiers without having to assign off-duty status to each soldier directly.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
When soldiers spar, they practise (and thereby gain experience) with whatever [[weapon]] and [[armor]] they have been assigned, including shields.  Thus, in order to train [[axedwarf|axedwarves]], it is necessary to assign the recruits axes, and so forth with all other weapons.&lt;br /&gt;
&lt;br /&gt;
== Sparring Injuries ==&lt;br /&gt;
&lt;br /&gt;
It is possible to severely wound a partner during a sparring session.  When practising with [[wrestler]]s, the worst [[injury]] that is likely to happen is a broken bone, although even this can be fatal if unfortunate circumstances prevail, such as crushing the other soldier's throat.&lt;br /&gt;
&lt;br /&gt;
In the event that a soldier is injured while sparring, the soldier will rest until he or she recuperates, just as with any other injury.  In the event of a broken limb, it will take a full season before the soldier will be available for action once again.  Mangled limbs and other injuries may take much longer, if they heal at all.&lt;br /&gt;
&lt;br /&gt;
If a soldier accidentally kills another, the accidental murderer will receive an unhappy [[thought]].  However, killing another during a sparring session is not a crime and will not be punished by [[justice]]{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Sparring injuries can be very brutal to a fort's soldier population, leaving many dwarves with moderate injuries if precautions are not taken (see below).  If your troops get injured frequently by sparring, it's a good idea to keep a solid proportion of your soldiers on duty so that you don't have too many injuries in case of a siege or ambush. If your troops are getting injured, however, you should take precautions.&lt;br /&gt;
&lt;br /&gt;
Certain injuries, notably those to the neck and brain, will never ever heal, even if they are only minor scratches.  A dwarf with these injuries will never spar either.  If a military dwarf gets a minor neck injury before he or she has gained much combat skill, you may want to [[Department of Dwarven Veteran's Affairs|release him or her from duty]] so that dwarf can at least serve your economy as a hauler (or Royal Guard), and a new dwarf can claim his or her weapon and armor to practice with.&lt;br /&gt;
&lt;br /&gt;
=== Avoiding Injury===&lt;br /&gt;
The following tactics can help your dwarves avoid sparring injuries:&lt;br /&gt;
*Equipping soldiers with good armor is always useful to protect injury, whether sparring or fighting real threats. Iron chain is good, steel plate better, [[quality|high-quality]] steel plate best of all. High-quality steel shields are also recommended. See [[Armor#Using armor|Using Armor]] for more details.&lt;br /&gt;
*Equipping soldiers deliberately with weak [[silver]] weapons is an excellent way to reduce the risk of injury. Silver weapons do only 50% of the damage of [[iron]] weapons. [[Wood|Wooden]] weapons also do only 50% of the damage of iron ones, but can only be gained through trade with the [[elves]]. Beware, as it can be time consuming to force your soldiers to switch back to good [[iron]] or [[steel]] weapons in the event of a siege or ambush; if your soldiers enter battle with their sparring weapons they will be much less effective.&lt;br /&gt;
*It is strongly recommended to send soldiers through a basic training regime by allowing them to spar without weapons until they achieve several levels in Wrestler skill, then begin their training for weapons directly.  This can help reduce the amount of injuries suffered, as [[Wrestler]] skill is used to determine the probability of dodging attacks in addition to its offensive purposes. &lt;br /&gt;
*Likewise, the more training your soldiers get in [[Armor user]] and [[Shield user]], the more likely they will be to avoid injury. Thus it is safest to give your soldiers plenty of Wrestling practice, while equipped with armor and shields, before cross-training them for weapon usage.&lt;br /&gt;
*You might also want to buff up a dwarf's [[stats]] before sparring -- for example by setting them to pump a [[screw pump]] that isn't attached to anything. This can increase a dwarf's Toughness (and thereby resistance to damage), although it may also increase Strength, which is believed to increase damage inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;br /&gt;
&lt;br /&gt;
== Target Practice ==&lt;br /&gt;
Soldiers armed with [[crossbow|crossbows]] will not spar; the equivalent to sparring for a crossbow-armed dwarf is shooting at an [[archery target|archery range]]. As with sparring, the crossbow-dwarf's squad must be set to stand down. Unlike sparring, dwarves do not need partners to practice archery. The dwarf must be equipped with a crossbow and a supply of [[wood|wooden]] or [[bone]] [[bolts]]: metal bolts will not be wasted on target practice. The shooting range must also be designated properly from the archery target (see that article for more information). Marksdwarves do not gain [[Armor user]], [[Shield user]] or [[Wrestling]] skill shooting on a range, so it may be useful to get them involved in a few unarmed, armored sparring matches in the barracks so they can handle return fire (or a close-quarters ambush).&lt;br /&gt;
&lt;br /&gt;
== Live Combat Training == &lt;br /&gt;
Soldiers gain experience in martial skills from fighting in real combat as well. For obvious reasons, it is best to boost your soldiers' experience by sparring before they enter a real battle. An untrained soldier can easily suffer a career-ending injury from a [[goblin]] invader, whereas a Legendary weapon and armour user can cut a swath through an invading column without taking a scratch.&lt;br /&gt;
&lt;br /&gt;
[[Miner]]s use their [[pick]] when fighting unarmed, and get bonuses from their Mining skill. They gain experience in the Mining skill rather than Wrestling. Because of this an expert miner can quickly level-up when sparring unarmed.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36551</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36551"/>
		<updated>2008-05-19T22:11:45Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: fix encoding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|38}}|{{#expr: ({{rand2|10}}+28)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;I mean, how dangerous can an elephant be, anyway?&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--5--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--6--&amp;gt;Beware of the Elephant's greatest evolutionary trait: [http://archive.dwarffortresswiki.net/index.php/Talk:Elephant#Stealth_Elephants Stealth].&lt;br /&gt;
|&amp;lt;!--7--&amp;gt;Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
|&amp;lt;!--8--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
|&amp;lt;!--10--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--11--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--12--&amp;gt;The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
|&amp;lt;!--13--&amp;gt;“Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.”&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--17--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--18--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--22--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--23--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--24--&amp;gt;Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere''&lt;br /&gt;
|&amp;lt;!--25--&amp;gt;&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--26--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--27--&amp;gt;[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
|&amp;lt;!--28--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--29--&amp;gt;&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;Wolf cancels Breathe: Interrupted by ≡Ash Bolt≡.&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;I want to build a fortress that produces silk clothes from a (tamed) [[Giant cave spider|GCS]]. [...] Is there any advice for easier finding one?&amp;lt;br&amp;gt;&amp;amp;mdash;''barak177''&amp;lt;br&amp;gt;My advice would be to give up now and check yourself into a padded room.&amp;lt;br&amp;gt;&amp;amp;mdash;''McDoomhammer''&lt;br /&gt;
|&amp;lt;!--33--&amp;gt;Dwarf Fortress Tip #72: Miners and magma don't mix, at least not until the miners are liquid.&amp;lt;br&amp;gt;Dwarf Fortress Tip #73: Dwarves and carp don't mix, either. However, dwarf blood and carp chunks do. --[[User:GreyMario|GreyMario]]&lt;br /&gt;
|&amp;lt;!--34--&amp;gt;There's no wrong way to eat a [[Rhesus macaque|Rhesus]].&lt;br /&gt;
|&amp;lt;!--35--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--38--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17768</id>
		<title>40d:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Siege&amp;diff=17768"/>
		<updated>2008-05-19T22:08:38Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''siege''' is a special time in Fortress mode when an army attempts to attack and kill all of your dwarves. It is at this time you should activate your military, keep civilians indoors, raise the draw bridges and pray you have your defenses ready.&lt;br /&gt;
&lt;br /&gt;
During a siege, the option on the main menu 'Abandon Fortress' changes to 'Succumb to the Invasion'.&lt;br /&gt;
&lt;br /&gt;
A siege is not to be confused with other types of hostile encounters - if you are besieged you will ''know''. If you are unsure, you are ''not'' under siege. When you receive a siege, you receive a full-screen message &amp;quot;a vile force of darkness has arrived!&amp;quot; and the top of the screen reads &amp;quot;SIEGE&amp;quot; in yellow and red. Siegers are immediately visible at the map edge, whereas ambushers or thieves are not.&lt;br /&gt;
&lt;br /&gt;
== Siegers ==&lt;br /&gt;
=== Goblins === &lt;br /&gt;
[[Goblins]] will send kidnappers and ambushers once your fort's population or [[wealth]] reaches a certain amount, and will start sieging once your population reaches 80. Sieges will increase in intensity depending only on how many previous sieges you have survived - a population higher than 80 does not increase the number of goblin siegers.&lt;br /&gt;
&lt;br /&gt;
They arrive in squads of about 15 goblins each, frequently led by individual goblin weapon masters (or even evil human mercenaries) and sometimes mounted on beak dogs, and occasionally accompanied by up to 3 squads of 5-8 trolls. They frequently are split into separate squads placed on different map edges.  The first siege you see with a given fort might consist of as little as a single unmounted squad with no trolls, but the goblin forces will escalate in size as the game progresses. Later on you may be seeing 100 or more goblins show up in a single siege, all mounted, with 10 to 20 trolls.&lt;br /&gt;
&lt;br /&gt;
[[Troll]]s are the goblin &amp;quot;siege engines&amp;quot;. They are faster than beak dogs, and will make for buildings and start demolishing. Locked doors will keep the goblins out, but can be demolished by trolls.&lt;br /&gt;
&lt;br /&gt;
If you deflect enough sieges, the ruler of the goblin nation may lead a squad. He's equipped with extra-good quality equipment.&lt;br /&gt;
&lt;br /&gt;
If you want to challenge yourself you can increase the number of sieges by removing the [BABYSNATCHER] tag from the goblins, in the &amp;lt;tt&amp;gt;raw/objects/entity_default.txt&amp;lt;/tt&amp;gt; file.&lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
There have been no reports of humans sieging in the current version.{{version}}{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
There have been no reports of elves sieging in the current version.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
=== Kobolds ===&lt;br /&gt;
Similar to [[Goblins]], [[Kobolds]] will first send thieves dependent on your fort's population or, rather, [[wealth]]. Kobold archers will begin to arrive if the Kobold thieves successfully steal any items - the number of successive archers and thieves who arrive will depend on how many items were stolen previously.&lt;br /&gt;
&lt;br /&gt;
Kobold archers tend not to directly siege your fort, but prefer to pick off individual Dwarves who may be working in the surrounding wilderness. They will leave once their arrows have been exhausted.&lt;br /&gt;
&lt;br /&gt;
== Defending against a Siege ==&lt;br /&gt;
&lt;br /&gt;
===Active Defense===&lt;br /&gt;
*Put your entire [[military]] on duty. With luck, most of them are not sleeping, eating, or drinking. If a [[squad]] leader is doing anything of that sort, replace him with a more alert squad member (the squad always clusters about the leader. If the leader's eating, the squad will guard the table). Place melee units at major choke points, so they can meet the enemy head on, but try to keep them out of direct fire from enemy missile users. Place your own marksdwarves where they can rain death down on the enemies. They can also shoot from different Z levels, use this. (This is why you build [[fortifications]].)&lt;br /&gt;
&lt;br /&gt;
*[[War dog]]s are valuable, but shouldn't be the first line of defense, because the enemy bowmen will quickly take care of them. Assign them to your military dwarves, or cage them before the siege, and [[Release the Hounds!|release]] them via lever/pressure plate as the enemy is rounding a blind corner. They're also useful for clearing the field once the siege ends.&lt;br /&gt;
&lt;br /&gt;
*[[Siege weapon]]s, catapults and ballistae, can be effective during a siege, but can also be entirely useless. They don't have a wide field of fire, so you'll need to design your fortress ahead of time to funnel your attackers into the weapons' field of fire and then delay them with winding passages while in range. To use them effectively, you really need trained Siege Operators for the task, since siege weapons take up to three real-time minutes for inexperienced operators to load, and the weapons cannot be fired at a precise time; they will fire whenever the operator shows up. Fire early and often: siege operators are civilians, and will run away once the oncoming hordes get too close.&lt;br /&gt;
&lt;br /&gt;
===Passive Defense===&lt;br /&gt;
*If you have no trust in your military's power, keep all the dwarves inside and draw the besiegers into corridors with [[traps]]. Stone-fall traps are cheap and easy, but work only once before needing to be reset; weapon traps require weapons (and ammunition, in the case of ranged weapon traps), but reload themselves after a few seconds, until their components eventually get stuck due to all the gore. A 10-square-long entry hall filled with weapon traps will break most [[goblin]] sieges without any help.&lt;br /&gt;
&lt;br /&gt;
*A moat can provide a decent defense when combined with a drawbridge to either keep the goblins from entering, or to drop them right into the water. [[Magma]] may be substituted for far more lethal results. Even when not filled, a 1-tile wide [[channel]] is a fast and effective way of stopping besiegers or to guide them into areas you want.&lt;br /&gt;
&lt;br /&gt;
== Civilians ==&lt;br /&gt;
&lt;br /&gt;
Your dwarves will still attempt to do their jobs during a siege, including cutting down trees or hauling in items and corpses from outdoors. Dwarves will run from invaders, but only ''after'' getting within crossbow-range, so their self-preservation skills are lackluster when the enemy has ranged weapons, or moves more quickly than them. There are [[Help! My civilians keep running into combat!|several strategies]] to preserve your civilians' lives, none of them perfect.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Fortress defense]]&lt;br /&gt;
*[[Help! My civilians keep running into combat!]]&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Fortress defense]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1736</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1736"/>
		<updated>2008-05-18T04:46:43Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Door Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Sorry, I should have mentioned that it was an iron door.  That's what I was getting at.  Here's a screenshot of it:  [http://www.dwarffortresswiki.net/index.php/Image:Iron_door.JPG]  (On a side note, how the heck do I embed this?  Couldn't get it to do so.  Ah well, it's linked to now.  [[User:Jhoosier|Jhoosier]] 21:04, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Huh. OK. The only buildingdestroyers I've gotten were megabeasts (probably since I tend to play on tiny worlds with low goblin populations) so it'll probably be a while before I can test this for myself. This means someone else will have to get a troll and run him through some tests with the Warp utility. (or similar) I have a feeling that any buildingdestroyer can at least deconstruct any door, if not turn it into splinters.&lt;br /&gt;
:In the meantime, should we just drop the entire section from the page? Or just turn it into a single sentence like &amp;quot;trolls and some other creatures can destroy doors&amp;quot; [[User:Anydwarf|Anydwarf]] 00:46, 18 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6639</id>
		<title>40d:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tilesets&amp;diff=6639"/>
		<updated>2008-05-17T19:53:07Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Row 16 (240-255) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for the [[List of user character sets]] or [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
'''Tilesets''' are images the game uses to display its graphics; each tile is used to show text and represent things. Users create custom tilesets for a number of reasons, including increased visibility, aesthetics, or small size. Tilesets come in two flavors: &amp;quot;'''character sets'''&amp;quot; (or simply &amp;quot;tilesets&amp;quot;) and &amp;quot;'''graphics sets'''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Overview and installation ==&lt;br /&gt;
&lt;br /&gt;
=== Character sets ===&lt;br /&gt;
&lt;br /&gt;
A character set is an image in BMP format that contains the 256 different tiles, corresponding to the [[Character table|IBM Code Page 437]] (sometimes called Extended ASCII), which are used to display the main graphics. [[List of user character sets|Here is the list]] of user-made standard tilesets. To install any of these tilesets, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Download the tileset. (The list is [[List of user character sets|here]])&lt;br /&gt;
# Convert it into a 24-bit BMP file. Do NOT just change the extension to .bmp; you must use a program like MS paint to save it as a .bmp.&lt;br /&gt;
# Put it in the data/art directory of your Dwarf Fortress installation.&lt;br /&gt;
# Open data/init/init.txt &lt;br /&gt;
# If you want to use the tileset in fullscreen mode, locate and modify the [FULLSCREENX:800], [FULLSCREENY:600], and [FULLFONT:curses_800x600.bmp] configuration lines to match the specifications from the [[List of user tilesets|tileset list]]. The FULLFONT directive should match the filename of the tileset you downloaded. If you want to use the tileset in windowed mode, search for the [WINDOWEDX:640], [WINDOWEDY:300], and [FONT:curses_640x300.bmp] lines instead, and change them to the correct values.&lt;br /&gt;
# It is also recommended you change [BLACK_SPACE:NO] to [BLACK_SPACE:YES] to prevent stretching of the graphics.&lt;br /&gt;
# Save the file, then you're ready to play!&lt;br /&gt;
&lt;br /&gt;
=== Graphics sets ===&lt;br /&gt;
&lt;br /&gt;
Character sets only change certain graphics, while others are left out. The confusingly-named [[graphics sets]] are used to change the appearance of [[creatures]] in the game, such as dwarves and unicorns. These are usually designed to work together with certain character sets. The Dystopian Rhetoric graphics set comes with it's own DF installer; to install any others (or to install that one manually), you follow a similar process to the above:&lt;br /&gt;
&lt;br /&gt;
# Download the graphics set. (The list is [[Graphics sets|here]].)&lt;br /&gt;
# Convert it into a 24-bit BMP file using your favorite image editing program.&lt;br /&gt;
# Put it in the raw/graphics/example directory of your Dwarf Fortress installation, so it overwrites the existing file.&lt;br /&gt;
# Open /raw/graphics/example_text.txt&lt;br /&gt;
# Replace the contents with the appropriate text for the graphics set you downloaded. Save the file.&lt;br /&gt;
# Open data/init/init.txt&lt;br /&gt;
# Locate the [GRAPHICS:NO] line and change it to [GRAPHICS:YES].&lt;br /&gt;
# Change the resolution and font directories as above, this time for the lines starting with GRAPHICS instead. So, if you want to use fullscreen mode, modify [GRAPHICS_FULLSCREENX:800], [GRAPHICS_FULLSCREENY:600], and [GRAPHICS_FULLFONT:curses_800x600.bmp] to suit the standard tileset you want to use. For windowed mode, the lines to change are [GRAPHICS_WINDOWEDX:640], [GRAPHICS_WINDOWEDY:300], and [GRAPHICS_FONT:curses_640x300.bmp].&lt;br /&gt;
# Be sure to change [GRAPHICS_BLACK_SPACE] to the same setting as [BLACK_SPACE].&lt;br /&gt;
# Save the file, then you're ready to get mangled by a great-looking elephant!&lt;br /&gt;
&lt;br /&gt;
== Custom tileset design ==&lt;br /&gt;
&lt;br /&gt;
The gameplay viewport is 80 characters wide, and 25 characters tall. Therefore, a tileset's target resolution will be TILE_X_LENGTH * 80 by TILE_Y_LENGTH * 25. Since the tileset is arranged into a 16x16 grid of tiles (256 tiles total), the tileset image size will be TILE_X_LENGTH * 16 by TILE_Y_LENGTH * 16. Here are some common tile sizes:&lt;br /&gt;
&lt;br /&gt;
* A tileset with 10x12 tiles will be 160x192 pixels large, and the target resolution will be 800x300.&lt;br /&gt;
* A tileset with 16x16 tiles will be 256x256 pixels large, and the target resolution will be 1280x400.&lt;br /&gt;
&lt;br /&gt;
When creating a custom tileset, it's often easiest to start with an existing one, and edit it to your liking. Tilesets generally fall into three categories: rectangular tilesets, square tilesets, and 16x16 square tilesets. Rectangular tilesets have tiles that are taller than they are wide. The text in these tilesets is generally easier to read, but the map appears squished horizontally. Square tilesets usually provide more attractive graphics, but are slightly less readable. The 16x16 square tilesets are just a sub-set, which are grouped together because most [[Object Tilesets]] use 16x16 tiles. The graphics in Dwarf Fortress can be somewhat diversified and enhanced through the use of graphics sets.&lt;br /&gt;
&lt;br /&gt;
Many tiles are used by the game in multiple ways, and this makes customizing the graphics difficult. The same icon is used for chairs and the north end of one-tile-wide vertical bridges. Ashes and broken arrows look the same, and many game entities (such as levers, floodgates, bags, and bins) share characters that are also used in Dwarven names or other bits of text in the interface. &lt;br /&gt;
&lt;br /&gt;
=== How colors other than white and magenta work ===&lt;br /&gt;
&lt;br /&gt;
When the game draws a tile, it will select a foreground color, a background color, and a tile based on the item being drawn.  The background color will be used in place of magenta (Hex code #FF00FF or RGB 255 0 255).  All other colors in the tile will be treated as a mask against the foreground color.  Pure white (#FFFFFF) will always show the foreground color, while light grey (#CCCCCC) will be a slightly darker version of the foreground color, and dark grey (#888888) will be a dark version of the foreground color.  Black (#000000) will always be black.  It is impossible to use different shades of the background color.&lt;br /&gt;
&lt;br /&gt;
In general, just remember these rules:&lt;br /&gt;
&lt;br /&gt;
* Bright magenta (#FF00FF) is the background.&lt;br /&gt;
* Bright white (#FFFFFF) is the foreground.&lt;br /&gt;
* Darker shades of white and grey (#C0C0C0, #808080, etc) will display darker shades of the foreground color.  It is possible to use any shade of grey, including ones like #333333 and #C2C2C2.&lt;br /&gt;
* Black (#000000) will always be black.&lt;br /&gt;
* It's probably best to avoid color in normal tilesets.&lt;br /&gt;
&lt;br /&gt;
For an example, the game is drawing an exposed turquoise cluster with color &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;bright blue&amp;lt;/span&amp;gt; (#0000FF).  While loading the tile image, it encounters the color &amp;lt;span style=&amp;quot;color:#CCC;&amp;quot;&amp;gt;light grey&amp;lt;/span&amp;gt; (#CCCCCC).  The color used in its place will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;00FF || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CCCC || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;FF || #CC&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;CC ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #0000&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;  || #CCCC&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;FF&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;CC&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;255&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;204&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#0000CB&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;CB&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;203&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Color masks with unequal amounts of R, G and B are calculated in the same fashion.  The game is now drawing a speardwarf with color &amp;lt;span style=&amp;quot;color:#C0C000;&amp;quot;&amp;gt;brown&amp;lt;/span&amp;gt; (#C0C000).  It encounters the color &amp;lt;span style=&amp;quot;color:#008080;&amp;quot;&amp;gt;cyan&amp;lt;/span&amp;gt; while loading the tile (#008080).  The color used instead of cyan will be:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin-bottom:20px; text-align:left; width:90%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Color component || Foreground color || Color mask from tile || Calculation in hex || Calculation in decimal&lt;br /&gt;
|-&lt;br /&gt;
| Red   || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;C000 || #&amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;8080 || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#F00;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Green || #C0&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;00 || #00&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;80 ||&amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;C0&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;192&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#0F0;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Blue  || #C0C0&amp;lt;span style=&amp;quot;color:#00F&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;  || #0080&amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;80&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; / 100&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;sub&amp;gt;16&amp;lt;/sub&amp;gt; || &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; * &amp;lt;span style=&amp;quot;color:#00F;&amp;quot;&amp;gt;128&amp;lt;/span&amp;gt; / 256 = &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#006000&amp;quot;&amp;gt;Final Color&amp;lt;/span&amp;gt; || || || #&amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;60&amp;lt;/span&amp;gt;&amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;00&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color:#900;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#090;&amp;quot;&amp;gt;96&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#009;&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As illustrated by this example, colors in the tileset can result in colors that aren't in the foreground color or the tile graphic.  In this case, a brown foreground color with a cyan pixel color in the tileset results in a final color of green.  &lt;br /&gt;
&lt;br /&gt;
Theoretically, the way the game handles color masks could be used to display different graphics for items that use the same tile (but whose respective colors use different color component channels).  For example, if a bright red object and a bright blue object use the same tile, the tile can use bright red for all pixels that only the red object uses, bright blue for all pixels only the blue object uses, and bright magenta (but NOT #FF00FF, it would have to be #FE00FE or something similar) for all pixels both objects use.  In this fashion the two objects that share a tile would look completely different.  In practice however, this is probably impossible because so many objects share the same tile, the chances of the potential foreground colors sharing a red, green, or blue color component are too great.&lt;br /&gt;
&lt;br /&gt;
== What tiles are used for what ==&lt;br /&gt;
&lt;br /&gt;
* Items marked with * can have their tile changed in the [[modding|raw data]] files.&lt;br /&gt;
* Items marked with # can have their tile replaced by a [[graphics set]] image, in addition to having their tile changed in the raw data.&lt;br /&gt;
* Items marked with $ can be changed in the [[init.txt]] file.&lt;br /&gt;
&lt;br /&gt;
====Row 01 (000-015)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☺}}&lt;br /&gt;
| [[Civilian]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☻}}&lt;br /&gt;
| [[Military]] dwarves#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♥}}&lt;br /&gt;
| [[Dimple cup]]s*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♦}}&lt;br /&gt;
| [[Cut gem]]s, large [[gem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♣}}&lt;br /&gt;
| [[Tower-cap]]s*, [[Acacia]] trees*, [[Mangrove]] trees*, [[Maple]] trees*, [[quarry bush]]es*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♠}}&lt;br /&gt;
| [[Plump helmet]]s*, [[Oak]] trees*, [[quarry bush]] leaves*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|•}}&lt;br /&gt;
| [[Stone]], solid [[workshop]] tile for several workshops like the [[magma smelter]], [[lake]]s in main map, [[cave]]s in the main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◘}}&lt;br /&gt;
| Solid workshop tile for several other workshops like the [[magma forge]], [[tanner]] workshop, [[catapult]] cup&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|○}}&lt;br /&gt;
| [[Well]], [[bracelet]], [[ant colony]], [[millstone]], [[quern]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◙}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♂}}&lt;br /&gt;
| Male sign, [[bag]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♀}}&lt;br /&gt;
| Female sign, [[amulet]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♪}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|♫}}&lt;br /&gt;
| [[Armor stand]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|☼}}&lt;br /&gt;
| [[Gem]]s, bituminous [[coal]], [[currency]] symbol, [[masterpiece]] [[quality]] symbol, spider [[web]]s, [[turtle]]*, 'sun' symbol in engravings, [[gear]] assemblies&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 02 (016-031)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|►}}&lt;br /&gt;
| Head of [[ballista]] facing east, [[vermin|manta ray]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|◄}}&lt;br /&gt;
| Head of ballista facing west&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↕}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|‼}}&lt;br /&gt;
| [[Cage]]s, on-[[fire]] symbol&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¶}}&lt;br /&gt;
| [[Mug]]s, largest elven cities, some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|§}}&lt;br /&gt;
| [[Restraint]]s, [[whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#x25AC;}}&lt;br /&gt;
| [[Log]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↨}}&lt;br /&gt;
| Some tree types&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↑}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↓}}&lt;br /&gt;
| Hungry/thirsty/drowsy/unhappy indicator, [[bridge]] placement raising direction indicator&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|→}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|←}}&lt;br /&gt;
| Interface text (bridge direction)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∟}}&lt;br /&gt;
| Withered [[plant]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|↔}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▲}}&lt;br /&gt;
| Head of [[ballista]] facing north, ramp up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▼}}&lt;br /&gt;
| Head of ballista facing south, ramp down&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 03 (032-047)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;nbsp;}}&lt;br /&gt;
| Spaces in text messages.&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|!}}&lt;br /&gt;
| Strange [[mood]] mark, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;quot;}}&lt;br /&gt;
| [[Shrub]], quotation marks, kobold's glowing eyes*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|#}}&lt;br /&gt;
| Chasm$, pits, [[Sandstone]]*, [[Rock salt]]*, [[Basalt]]*, [[Gypsum]], [[floor grate]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|$}}&lt;br /&gt;
| [[Coin]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|%}}&lt;br /&gt;
| [[Prepared food]], unexplored underground, [[Siltstone]]*, [[Slate]]*, [[Brimstone]]*, [[Kimberlite ]]*, [[Bismuthinite]]*, [[Realgar]]*, [[Stibnite]]*, [[Marcasite]]*, [[screw pump]] in action&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;}}&lt;br /&gt;
| [[Demon]]s#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#39;}}&lt;br /&gt;
|  Rough [[floor]]s, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|(}}&lt;br /&gt;
| Foreign object opening tag, tile in [[bowyer's workshop]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|)}}&lt;br /&gt;
| Foreign object closing tag, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|*}}&lt;br /&gt;
| [[Ore]], superior [[quality]] tags, key reference, working [[gear]] assembly&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|+}}&lt;br /&gt;
| Smooth/constructed [[floor]]s, injured status, finely-crafted [[quality]] tags, text, [[block]]/[[metal|bar]] [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|,}}&lt;br /&gt;
| Rough [[floor]]s, [[Claystone]]*, unexplored underground, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|-}}&lt;br /&gt;
| [[Scepter]]s, [[arrow]]s in flight, well-crafted [[quality]] tags, keyboard reference&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|.}}&lt;br /&gt;
| Rough [[floor]]s, [[Felsite]]*, text, unexplored underground&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|/}}&lt;br /&gt;
| [[Weapon]]s, [[bolt]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 04 (048-063)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|0}}&lt;br /&gt;
| [[Coffin]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|1}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|2}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|3}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|4}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|5}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|6}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|7}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|8}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|9}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|:}}&lt;br /&gt;
| [[Wild strawberry|Wild strawberries]]*, [[Prickle berry|Prickle berries]]*, snowstorms&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|;}}&lt;br /&gt;
| [[Workshop]]s (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;lt;}}&lt;br /&gt;
|  [[Stairs]] up&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#61;}}&lt;br /&gt;
| [[Stockpile]]s, [[Chert]]*, [[Gneiss]]*, &amp;lt;span style='color : #888888;'&amp;gt;others?&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;gt;}}&lt;br /&gt;
| [[Stairs]] down&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|?}}&lt;br /&gt;
| &amp;quot;Task assigned&amp;quot; [[indicator]], looking for path&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 05 (064-079)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|@}}&lt;br /&gt;
| [[Sheriff]]#, berserk dwarf#, adventurer#, [[fortress guard]]#, [[royal guard]]#, dwarven [[merchant]]s#, [[caravan]] guards#&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|A}}&lt;br /&gt;
| [[Alligator]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|B}}&lt;br /&gt;
| Bears#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|C}}&lt;br /&gt;
| [[Cow]]#, camels#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|D}}&lt;br /&gt;
| [[Dragon]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|E}}&lt;br /&gt;
| [[Elf]]#, [[elephant]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|F}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|G}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|H}}&lt;br /&gt;
| [[Horse]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|I}}&lt;br /&gt;
| [[Support]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|J}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|K}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|L}}&lt;br /&gt;
| [[Leopard]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|M}}&lt;br /&gt;
| [[Magma man]]#, [[mule]]#, [[muskox]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|N}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|O}}&lt;br /&gt;
| [[Trade depot]] post, detailed/constructed wall by itself, text, wall ends&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 06 (080-095)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|P}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|R}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|S}}&lt;br /&gt;
| [[Sasquatch]]#, [[giant desert scorpion]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|T}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|U}}&lt;br /&gt;
| [[Human]]#, [[Unicorn]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|V}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|W}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|X}}&lt;br /&gt;
| [[Bin]], [[floodgate]], shop post, building footprint, nausea/winded/stunned/unconscious/migrant [[indicator]], text, up/down stairs, keyboard cursor&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Z}}&lt;br /&gt;
| Sleep [[indicator]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|[}}&lt;br /&gt;
| [[Clothing]], [[armor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|\}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|]}}&lt;br /&gt;
| Floor tile in [[Workshop|workshops]] and [[furnace|furnaces]]. Clothing?, armor?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|^}}&lt;br /&gt;
| [[Trap]], [[Alabaster]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|_}}&lt;br /&gt;
| [[Channel]] [[designation]], text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 07 (096-111)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|`}}&lt;br /&gt;
| Rough floors, unexplored underground, [[Dolomite]]*, [[Schist]]*, [[Alunite]]*, [[Rutile]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|a}}&lt;br /&gt;
| [[Antman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|b}}&lt;br /&gt;
| [[Batman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|c}}&lt;br /&gt;
| [[Cat]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|d}}&lt;br /&gt;
| [[Dog]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|e}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|f}}&lt;br /&gt;
| [[Frogman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|g}}&lt;br /&gt;
| [[Goblin]]#, [[Mountain goat]]#, [[Gremlin]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|h}}&lt;br /&gt;
| [[Harpy]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|i}}&lt;br /&gt;
| [[Fire imp]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|j}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|k}}&lt;br /&gt;
| [[Kobold]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|l}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|m}}&lt;br /&gt;
| [[Mandrill]]#, [[vermin|mussel]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|n}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|o}}&lt;br /&gt;
| Well construction, bridge construction, text, [[millstone]] in action, floor tile in magma [[furnace|furnaces]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 08 (112-127)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|p}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|q}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|r}}&lt;br /&gt;
| [[Ratman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|s}}&lt;br /&gt;
| [[Snakeman]]#, [[Slugman]]#, [[Snailman]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|t}}&lt;br /&gt;
| [[Troglodyte]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|u}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|v}}&lt;br /&gt;
| Text, [[Anhydrite]]*, [[Mica]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|w}}&lt;br /&gt;
| [[Wolf]]#, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|x}}&lt;br /&gt;
| [[Saltpeter]]*, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|y}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|z}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#123;}}&lt;br /&gt;
| Forbidden opening tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#124;}}&lt;br /&gt;
| [[Talc]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|&amp;amp;#125;}}&lt;br /&gt;
| Forbidden closing tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|~}}&lt;br /&gt;
| Unfinished rough stone [[road]], [[river]], [[magma]], [[flow]]s, dirt [[road]], [[farm plot]] under construction, [[sand]], furrowed soils&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌂}}&lt;br /&gt;
| [[Animal trap]], low [[mountain]]s on world map, part of [[mechanic's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 09 (128-143)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ç}}&lt;br /&gt;
| [[Mechanism]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ü}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|é}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|â}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ä}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|à}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|å}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ç}}&lt;br /&gt;
| [[Totem]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ê}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ë}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|è}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ï}}&lt;br /&gt;
| Text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|î}}&lt;br /&gt;
| Elven forest retreat&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ì}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ä}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Å}}&lt;br /&gt;
| [[Idol]]s, text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 10 (144-159)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|É}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|æ}}&lt;br /&gt;
| [[Toy]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Æ}}&lt;br /&gt;
| [[Coffer]]s, [[quiver]]s, [[backpack]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ô}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ò}}&lt;br /&gt;
| Unactivated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|û}}&lt;br /&gt;
| [[Bucket]], text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ù}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ÿ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ö}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ü}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¢}}&lt;br /&gt;
| Closed [[hatch]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|£}}&lt;br /&gt;
| Many valuable metals in veins&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¥}}&lt;br /&gt;
| Lobster*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|₧}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ƒ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 11 (160-175)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|á}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|í}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ó}}&lt;br /&gt;
| Activated [[lever]]s, text&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ú}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ñ}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ª}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|º}}&lt;br /&gt;
| [[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¿}}&lt;br /&gt;
| [[Instrument]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌐}}&lt;br /&gt;
| Withered [[plant]]s: [[Blade weed]], [[Dimple cup]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¬}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|½}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¼}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|¡}}&lt;br /&gt;
| [[Flask]], [[waterskin]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|«}}&lt;br /&gt;
| [[Ballista arrow]] tail for west-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|»}}&lt;br /&gt;
| [[Ballista arrow]] tail for east-facing ballistae, item with [[decoration]] tag&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 12 (176-191)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|░}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshop tiles (which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▒}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshop tiles (which ones?), side tiles for catapult, [[window]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▓}}&lt;br /&gt;
| Partially dug rock, [[miasma]], [[cave-in]] dust, [[steam]], smoke, workshop tiles(which ones?)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|│}}&lt;br /&gt;
| Overworld [[river]]s, [[well]] [[chain]]/[[rope]], rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┤}}&lt;br /&gt;
| Overworld [[river]]s, top-right tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╡}}&lt;br /&gt;
| Tree in winter, part of bridge system&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╢}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╖}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╕}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╣}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|║}}&lt;br /&gt;
| Smooth/constructed walls, [[bridge]]s, wooden [[door]]s, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╗}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╝}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╜}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╛}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┐}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 13 (192-207)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|└}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┴}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┬}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|├}}&lt;br /&gt;
| Overworld rivers, top-left tile for [[Loom]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|─}}&lt;br /&gt;
| Overworld rivers, rotating [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┼}}&lt;br /&gt;
| [[Door]]s, overworld rivers, floor detailing/[[engraving]] in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╞}}&lt;br /&gt;
| Bridges, trees in winter, [[catapult]] tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╟}}&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╚}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╔}}&lt;br /&gt;
| Smooth/constructed walls, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╩}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╦}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╠}}&lt;br /&gt;
| Smooth/constructed walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|═}}&lt;br /&gt;
| Smooth/constructed walls, bridges, planted [[crop]]s, center [[catapult]] tile, [[axle]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╬}}&lt;br /&gt;
| Smooth/constructed walls, bridges, [[fortification]]s, (flashing) wall [[detailing]]/[[engraving]]/fortifying in progress&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╧}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
====Row 14 (208-223)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╨}}&lt;br /&gt;
| Bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╤}}&lt;br /&gt;
| [[Table]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╥}}&lt;br /&gt;
| [[Chair]]s, bridges&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╙}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╘}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╒}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╓}}&lt;br /&gt;
| Ends of smooth walls&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╫}}&lt;br /&gt;
| Some types of floodgates (metal? wood?){{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|╪}}&lt;br /&gt;
| Metal doors&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┘}}&lt;br /&gt;
| Overworld [[river]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|┌}}&lt;br /&gt;
| Overworld rivers&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|█}}&lt;br /&gt;
| Any solid color tile&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▄}}&lt;br /&gt;
| Siege engine parts&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▌}}&lt;br /&gt;
| [[Ballista]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▐}}&lt;br /&gt;
| Ballista&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|▀}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 15 (224-239)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|α}}&lt;br /&gt;
| [[Fish]], top-center [[fishery]] tile, [[meat]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ß}}&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Γ}}&lt;br /&gt;
| [[Weight]] symbol, [[tropical]] trees{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|π}}&lt;br /&gt;
| [[Cabinet]], [[goblin|dark fortress]]es&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Σ}}&lt;br /&gt;
| [[Trap component]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|σ}}&lt;br /&gt;
| [[Anvil]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|µ}}&lt;br /&gt;
| [[Plant]]s*(which?), [[crown]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|τ}}&lt;br /&gt;
| [[Pig tail]]s*, [[Tree]] sapling, [[Blade weed]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Φ}}&lt;br /&gt;
| [[Sweet pod]]s*, [[bloated tuber]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Θ}}&lt;br /&gt;
| [[Bed]]s, [[Puddingstone]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|Ω}}&lt;br /&gt;
| [[Statue]]s, dwarven cities on map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|δ}}&lt;br /&gt;
| [[Earring]]s, [[kennel]] tile, [[restraint]]s{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∞}}&lt;br /&gt;
| [[Boulder]], middle-right [[butcher's shop]] tile, [[Andesite]]*, [[Conglomerate]]*&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|φ}}&lt;br /&gt;
| [[Thread]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ε}}&lt;br /&gt;
| [[Crossbow]]{{verify}}, tile in [[bowyer's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∩}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Row 16 (240-255)====&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≡}}&lt;br /&gt;
| [[metal|Bar]]s, excellent [[quality]] symbol, [[zone]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|±}}&lt;br /&gt;
| Unfinished [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≥}}&lt;br /&gt;
| Spent ammo (catapult stones count), [[ashes]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≤}}&lt;br /&gt;
| Spent ammo (catapult stones count), ashes&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌠}}&lt;br /&gt;
| [[Willow]] tree*, other trees{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|⌡}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|÷}}&lt;br /&gt;
| [[Barrel]], [[screw pump]]&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|≈}}&lt;br /&gt;
| Rough stone [[road]] or [[bridge]], [[water]], [[river]], [[lava]], glob, [[fat]], [[tallow]], [[farm plot]], furrowed soil, [[vomit]], [[blood]] pools, others?&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|°}}&lt;br /&gt;
| [[Ring]], sea foam&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|∙}}&lt;br /&gt;
| [[Vermin]]*, terrain at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|·}}&lt;br /&gt;
| [[Seed]]s, micro-vermin&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|√}}&lt;br /&gt;
| [[Weapon rack]]s, [[badlands]] in main map, check mark (selecting production materials, confirmed items on manager window)&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|ⁿ}}&lt;br /&gt;
| [[Savanna]] in main map&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|²}}&lt;br /&gt;
| Body parts, [[chunk]]s, vermin corpses, [[bone]], [[shell]], [[skin]]s, [[skull]]s&lt;br /&gt;
|-&lt;br /&gt;
| {{TST|■}}&lt;br /&gt;
| [[Block]]s, trees at lower elevation&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| No use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ☺ ☻ ♥ ♦ ♣ ♠ • ◘ ○ ◙ ♂ ♀ ♪ ♫ ☼ ► ◄ ↕ ‼ ¶ § ▬ ↨ ↑ ↓ → ← ∟ ↔ ▲ ▼ ! &amp;quot; # $ % &amp;amp; ' ( ) * + , - . / 0 1 2 3 4 5 6 7 8 9 : ; &amp;lt; = &amp;gt; ? @ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z [ \ ] ^ _ ` a b c d e f g h i j k l m n o p q r s t u v w x y z { | } ~ ⌂ Ç ü é â ä à å ç ê ë è ï î ì Ä Å É æ Æ ô ö ò û ù ÿ Ö Ü ¢ £ ¥ ₧ ƒ á í ó ú ñ Ñ ª º ¿ ⌐ ¬ ½ ¼ ¡ « » ░ ▒ ▓ │ ┤ ╡ ╢ ╖ ╕ ╣ ║ ╗ ╝ ╜ ╛ ┐ └ ┴ ┬ ├ ─ ┼ ╞ ╟ ╚ ╔ ╩ ╦ ╠ ═ ╬ ╧ ╨ ╤ ╥ ╙ ╘ ╒ ╓ ╫ ╪ ┘ ┌ █ ▄ ▌ ▐ ▀ α ß Γ π Σ σ µ τ Φ Θ Ω δ ∞ φ ε ∩ ≡ ± ≥ ≤ ⌠ ⌡ ÷ ≈ ° ∙ · √ ⁿ ² ■ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Interface FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41677</id>
		<title>40d:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41677"/>
		<updated>2008-05-17T19:45:38Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sasquatch|biome=*Savage mountain&lt;br /&gt;
*Savage glacier&lt;br /&gt;
*Savage tundra|symbol=S|color={{COLOR:7:0:1}}&lt;br /&gt;
|butcher=no|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes}}&lt;br /&gt;
A '''sasquatch''' is a humanoid creature with white fur that is found in the savage wilds, in frozen or mountainous areas. They are large, larger even than humans, and can pose a real danger to dwarves despite being solitary creatures.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether successfully photographing a sasquatch is abnormally difficult.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 [CREATURE:SASQUATCH]&lt;br /&gt;
        [NAME:sasquatch:sasquatches:sasquatch]&lt;br /&gt;
        [TILE:'S'][COLOR:7:0:1]&lt;br /&gt;
        [MODVALUE:10]&lt;br /&gt;
        [POPULATION_NUMBER:5:10]&lt;br /&gt;
        [CLUSTER_NUMBER:1:1]&lt;br /&gt;
        [LARGE_ROAMING][SAVAGE][DIFFICULTY:2][FREQUENCY:1]&lt;br /&gt;
        [LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
        [FANCIFUL]&lt;br /&gt;
        [GENPOWER:4]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [GRASSTRAMPLE:0]&lt;br /&gt;
        [BONECARN]&lt;br /&gt;
        [LIKES_FIGHTING]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:white fur]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
        [SIZE:9]&lt;br /&gt;
        [MAXAGE:800:1000]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [FAT:5]&lt;br /&gt;
        [ALL_ACTIVE]&lt;br /&gt;
        [BIOME:MOUNTAIN]&lt;br /&gt;
        [BIOME:GLACIER]&lt;br /&gt;
        [BIOME:TUNDRA]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:300]&lt;br /&gt;
        [SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41676</id>
		<title>40d:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41676"/>
		<updated>2008-05-17T19:42:58Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: {{CreatureInfo|name=Sasquatch|biome=*Savage mountain *Savage glacier *Savage tundra|symbol=S|color={{COLOR:7:0:1}} |butcher=no|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes}} A '''sasqua...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sasquatch|biome=*Savage mountain&lt;br /&gt;
*Savage glacier&lt;br /&gt;
*Savage tundra|symbol=S|color={{COLOR:7:0:1}}&lt;br /&gt;
|butcher=no|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes}}&lt;br /&gt;
A '''sasquatch''' is a humanoid creature with white fur that is found in the savage wilds, in frozen or mountainous areas. They are large, larger even than humans, and can pose a real danger to dwarves despite being solitary creatures.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether successfully photographing a sasquatch is abnormally difficult.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 [CREATURE:SASQUATCH]&lt;br /&gt;
        [NAME:sasquatch:sasquatches:sasquatch]&lt;br /&gt;
        [TILE:'S'][COLOR:7:0:1]&lt;br /&gt;
        [MODVALUE:10]&lt;br /&gt;
        [POPULATION_NUMBER:5:10]&lt;br /&gt;
        [CLUSTER_NUMBER:1:1]&lt;br /&gt;
        [LARGE_ROAMING][SAVAGE][DIFFICULTY:2][FREQUENCY:1]&lt;br /&gt;
        [LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
        [FANCIFUL]&lt;br /&gt;
        [GENPOWER:4]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [GRASSTRAMPLE:0]&lt;br /&gt;
        [BONECARN]&lt;br /&gt;
        [LIKES_FIGHTING]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:white fur]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINT$&lt;br /&gt;
        [SIZE:9]&lt;br /&gt;
        [MAXAGE:800:1000]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [FAT:5]&lt;br /&gt;
        [ALL_ACTIVE]&lt;br /&gt;
        [BIOME:MOUNTAIN]&lt;br /&gt;
        [BIOME:GLACIER]&lt;br /&gt;
        [BIOME:TUNDRA]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:300]&lt;br /&gt;
        [SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=40447</id>
		<title>40d:Fanciful</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fanciful&amp;diff=40447"/>
		<updated>2008-05-17T19:35:18Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: if you look at the raws...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''fanciful''' creature is one that is not mundane. Fanciful creatures include the [[megabeasts]], the powerful demons, and &amp;quot;merely&amp;quot; magical creatures such as werewolves and fairies. Fanciful creatures can appear in [[engraving]]s and other works of [[art]]. Some fanciful creatures will spawn in certain biomes; fairies are common in good areas, and sasquatches can be seen occasionally in savage mountainous regions. Others can appear only in special circumstances. Examples of these are some of the targets of [[quest]]s in [[adventure mode]], or the [[megabeast]]s which occasionally attack you in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
Fanciful creatures in the game object data are defined by either the [FANCIFUL] or [MAGICAL] tokens.&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which can be encountered==&lt;br /&gt;
&lt;br /&gt;
*[[Cyclops]]&lt;br /&gt;
*[[Ettin]]&lt;br /&gt;
*[[Giant]]&lt;br /&gt;
*[[Minotaur]]&lt;br /&gt;
*[[Bronze colossus]]&lt;br /&gt;
*[[Dragon]]&lt;br /&gt;
*[[Hydra]]&lt;br /&gt;
*[[Titan]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Demon]], [[Spirit of fire]], [[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
*[[Sasquatch]]&lt;br /&gt;
*[[Fairy]], [[Pixie]]&lt;br /&gt;
*[[Werewolf]]&lt;br /&gt;
*[[Harpy]]&lt;br /&gt;
*[[Merperson]]&lt;br /&gt;
&lt;br /&gt;
==Fanciful creatures which seem to not actually exist==&lt;br /&gt;
&lt;br /&gt;
* [[Wizard]]{{v|0.27.176.38c}}&lt;br /&gt;
* [[Chimera]]&lt;br /&gt;
* [[Centaur]]&lt;br /&gt;
* [[Griffon]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41661</id>
		<title>40d Talk:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Entity_token&amp;diff=41661"/>
		<updated>2008-05-17T18:43:45Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: PREF tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PREF tokens ==&lt;br /&gt;
&lt;br /&gt;
Do these do anything? I tried taking them off dwarves and they still like the same sorts of things. I loaded an Elf Fortress and found that elves like the same things too. &lt;br /&gt;
&lt;br /&gt;
I had the brilliant idea that I could get rid of annoying noble demands this way, but alas... [[User:Anydwarf|Anydwarf]] 14:43, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1732</id>
		<title>40d Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Door&amp;diff=1732"/>
		<updated>2008-05-17T17:52:31Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Door Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Discussion ==&lt;br /&gt;
&lt;br /&gt;
The only change I've noticed with doors so far is the placement:  Locked doors no longer count as walls for door-placing purposes, and you can place a door in any unblocked space adjacent to a wall. --[[User:BehroozWolf]]&lt;br /&gt;
&lt;br /&gt;
Doors seem to leak water very slowly for me - anyone else notice this? --[[User:Valdemar]]&lt;br /&gt;
&lt;br /&gt;
: I've never observed doors leaking unless someone walks through them.&lt;br /&gt;
&lt;br /&gt;
: Please sign your comments, guys!  Four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;) will insert your username and the current date. --[[User:JT|JT]] 21:49, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've been told that levers can be attached to doors, and that they act much like floodgates with a lever attached. Might want to add something to the article about that - I haven't because I haven't confirmed this yet. [[User:Jp|Jp]] 01:35, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The article says that locked doors prevent dwarves from entering, but does that mean that hostiles can enter them? [[User:Patarak|Patarak]] 21:03, 23 January 2008 (EST)&lt;br /&gt;
:The doors aren't actually locked. They are just forbidden. I.e. it's not allowed for dwarves to use them. But they are still just a doors, and enemies can open them. Well... At least this is how I understand this--[[User:Dorten|Dorten]] 23:24, 23 January 2008 (EST)&lt;br /&gt;
:Creatures that can open doors cannot open forbidden doors. Trolls can open forbidden doors (by breaking them) [[User:VengefulDonut|VengefulDonut]] 23:27, 23 January 2008 (EST)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
::&amp;quot;Creatures that can open doors cannot open forbidden doors&amp;quot; ...unless they are lockpickers. --[[User:N9103|Edward]] 00:47, 24 January 2008 (EST)&lt;br /&gt;
 LOCKPICKER 		 Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I may be jumping at straws, but it seems like wild animals won't go through a door that is kept tightly closed (but not forbidden). Can anyone corroborate or am I nuts? --[[User:Erom|Erom]] 13:57, 10 February 2008 (EST)&lt;br /&gt;
: I can confirm this now! Tightly closed but not forbidded will allow your dwarves to pass through, but will keep wild animals from wandering into your fort.&lt;br /&gt;
--[[User:Erom|Erom]] 13:58, 23 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
So do doors have to be locked shut to both dwarves and other animals to keep enemies out in, say, a siege? --[[User:Gh3yz0r|Gh3yz0r]] 11:13, 17 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I doubt it, I'm almost certain &amp;quot;locked&amp;quot; doubles as both; &amp;quot;tightly closed&amp;quot; just forbids animals. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'd actually recommend against using the animals option, as it doesn't work properly yet (33g) because the animals are pathfinding as if they're dwarves. Lots of pathing failures will wreck your FPS, and the animals will still get through the door anyways, like when a dwarf opens it. [[User_talk:Squirrelloid#Animals_try_to_path_through_tightly_closed_doors|Here]]'s a bit of testing/observation that was done and written down by Squirrelloid. I'll be posting this to a relevant discussion over in [[Talk:Maximizing_framerate]] to try and shed some more light on something that affects me drastically, and probably affects most everyone else too, even if they don't realize that it's the cause. --[[User:N9103|Edward]] 06:23, 1 May 2008 (EDT)&lt;br /&gt;
::Also note this applies to nuissance (ie, hostile) animals - i've now had a crazed camel sit behind a tightly closed door waiting for a dwarf to open it and repeatedly '?' its inability to path.  So its not just a 'pets' problem. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Doors for wagons? ==&lt;br /&gt;
&lt;br /&gt;
When I move my trade depot inside, how should I allow wagons in?  Do I need 3 doors next to each other? [[User:Shoez|Shoez]] 15:57, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I recommend building a (draw-)bridge 3 tiles wide over a channel, then the depot, then a second bridge further inside, to guarantee arrival of wagons (they will not enter the map if outer drawbridge is up) and still maintain fortress security. There are more elaborate options with traps, water and the like, but this one will work. I doubt wagons can cross doors, but i never tried. --[[User:Koltom|Koltom]] 21:15, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Being that doors require a wall to be next to, you cannot create a 3-wide stretch of doors, (and yes, removing a wall will remove doors that require that wall.) In addition, doors block wagon travel ({{k|D}}), much like stairs. So on all accounts, doors are not an option. --[[User:N9103|Edward]] 21:08, 6 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Hint - blast doors.  Ie, 3 floodgates connected to the same lever.  You can keep them raised most of the time, and lower them as needed. --[[User:Squirrelloid|Squirrelloid]] 11:45, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Dwarfs having happier thoughts about their own doors. ==&lt;br /&gt;
&lt;br /&gt;
Does someone know if this is true or not?--[[User:Richards|Richards]] 02:35, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Door Strength==&lt;br /&gt;
Has anyone tested an adamantium door against something like a colossus? One would imagine that it would stand up to ANYTHING, even a raging colossus, but a test could be handy. [[User:Kefkakrazy|Kefkakrazy]] 01:51, 1 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Um, under 38c, I just had my door destroyed by a troll.  This should probably be noted in the article.  If nothing's posted in the next couple days, I'll change it myself, I guess.  --Jhoosier&lt;br /&gt;
&lt;br /&gt;
:It already is&lt;br /&gt;
::Stone, wood, and glass doors can be destroyed by the trolls which usually accompany goblin sieges&lt;br /&gt;
:[[User:Anydwarf|Anydwarf]] 13:52, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bursting under water Pressure? ==&lt;br /&gt;
&lt;br /&gt;
In my fort I have a door working as a flood gate that is under a fair amount of pressure.  I've noticed it opening seemingly at random and was wondering whether there's a connection.  It is attached to a lever and I seem to need to double pull the lever to get it to close.  Anyone else notice this? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Darthfrodo|Darthfrodo]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Please sign your edits using &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;--~~~~&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;. At any rate, can you do a quick diagram of your setup using the templates for diagrams? --[[User:GreyMario|GreyMario]] 23:07, 8 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Battleaxe&amp;diff=41651</id>
		<title>Battleaxe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Battleaxe&amp;diff=41651"/>
		<updated>2008-05-16T15:38:40Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: Redirecting to Battle axe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[battle axe]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33871</id>
		<title>40d:Specific heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33871"/>
		<updated>2008-05-16T15:37:09Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: and if you're going to use kelvin as other than an adjective it's lowercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== The SPEC_HEAT token ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; token controls a material's specific heat capacity.&lt;br /&gt;
&lt;br /&gt;
Specific heat is not a temperature.  It is, more or less, the amount of energy it takes to raise the temperature of the material from one temperature to another.  Gold, for instance, has a very low specific heat, so it takes very little energy to raise its temperature by one degree.  Water, with a very high specific heat, takes 32 times as much energy to raise its temperature by one degree.  For more information, see [http://en.wikipedia.org/wiki/Specific_heat_capacity] [http://hypertextbook.com/physics/thermal/heat-sensible/] [http://scienceworld.wolfram.com/physics/SpecificHeat.html].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this needs verification, so I'm yanking it:&lt;br /&gt;
As &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; does not have a concept of insulation, &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; can be used to &amp;amp;ldquot;cheat&amp;amp;rdquot; by causing a material which &amp;lt;u&amp;gt;should&amp;lt;/u&amp;gt; be quite insulative to actually take more energy to heat up, or lose more energy to cool down, than more normal materials.  The result is a material which, if used in clothing, will keep a dwarf form freezing longer than normal cloth or leather would. --&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; appears to be in units of &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; at &amp;lt;b&amp;gt;STP&amp;lt;/b&amp;gt;; i.e. &amp;lt;b&amp;gt;1000&amp;lt;/b&amp;gt; times the normally reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in joules per gram per kelvin, or exactly the more rarely reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in joules per kilogram per kelvin.&lt;br /&gt;
&lt;br /&gt;
It is not understood why the game uses the &amp;lt;b&amp;gt;&amp;amp;deg;C&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;K&amp;lt;/b&amp;gt; scale here, while using the &amp;lt;b&amp;gt;&amp;amp;deg;DF&amp;lt;/b&amp;gt; = &amp;lt;b&amp;gt;&amp;amp;deg;F + 9968&amp;lt;/b&amp;gt; scale elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Sample specific heats as used by Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| n/a&lt;br /&gt;
| 7500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum&lt;br /&gt;
| 897&lt;br /&gt;
| 900&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 385&lt;br /&gt;
| 385&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Graphite) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
&amp;lt;!-- http://invsee.asu.edu/nmodules/Carbonmod/thermprp.html&lt;br /&gt;
http://hypertextbook.com/physics/thermal/heat-sensible/ --&amp;gt;&lt;br /&gt;
| 710&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Diamond) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
| 519&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 129.1&lt;br /&gt;
| 129&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, cast &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp;500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pig&lt;br /&gt;
| &amp;gt;500&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pure&lt;br /&gt;
| 443&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, wrought &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| 480-500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 444&lt;br /&gt;
| 444&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 388&lt;br /&gt;
| 390&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, anhydrous&lt;br /&gt;
| 2440&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, 100 proof&lt;br /&gt;
| 3856&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Beef, carcass, not frozen &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-capacity-food-d_295.html --&amp;gt;&lt;br /&gt;
| 2850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal&lt;br /&gt;
| &amp;amp;asymp; 1000&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Cheese, Cheddar, aged 60 weeks &amp;lt;!-- http://jds.fass.org/cgi/reprint/73/7/1671.pdf  You really can find anything on the Internet! --&amp;gt;&lt;br /&gt;
| 3012&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Coke&lt;br /&gt;
| 850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, crystal &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, silica &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html -&amp;gt;&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 840&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Granite &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| 790&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sand&lt;br /&gt;
| 835&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (silkworm?) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1380&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (hornet) &amp;lt;!--  http://joam.infim.ro/JOAM/pdf4_1/Ishay.pdf --&amp;gt; &amp;lt;!-- but a paper named Hornet silk: thermophysical properties: J. S. Ishay et al. abstract claims &amp;quot;a specific heat of over 2 J/g K&amp;quot; --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (spider, viscid) &amp;lt;!-- http://www.doitpoms.ac.uk/tlplib/bioelasticity/printall.php --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1400&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, liquid, at STP&lt;br /&gt;
| 4218&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, solid, at STP&lt;br /&gt;
| 2114&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[Creature_Tokens/SPEC_HEAT#footnote2|&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;]]&lt;br /&gt;
| 1700 to 2900&lt;br /&gt;
| 420, hardcoded&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- if anyone knows a better way to do footnotes, go for it. --&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote1&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Note the inconsistency in the Carbon values.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote2&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;The specific heat of wood varies somewhat between different species.  However, the variance is dominated by the moisture content of the wood.  Moreover, wet wood behaves very differently below freezing.  See [http://www.fpl.fs.fed.us/documnts/fplgtr/fplgtr09.pdf]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;small id=&amp;quot;footnote3&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;Dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;footnote 3 text&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt; --&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default value for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; is &amp;lt;b&amp;gt;409&amp;lt;/b&amp;gt;, except for &amp;lt;b&amp;gt;STONE&amp;lt;/b&amp;gt; types, which get &amp;lt;b&amp;gt;800&amp;lt;/b&amp;gt;.  However, default values are not established for the various &amp;lt;b&amp;gt;creature_product_SPEC_HEAT&amp;lt;/b&amp;gt; tokens.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[http://en.wikipedia.org/wiki/Specific_heat_capacity#Table_of_specific_heat_capacities] and [http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html] have tables with other materials&amp;amp;rsquo; specific heats.&lt;br /&gt;
&lt;br /&gt;
References may report specific heat in joules per gram per degree Celsius.  Because the Celsius and Kelvin systems use the same scale, differing only in their zero points, this is exactly the same as reporting in joules per gram per kelvin.&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;b&amp;gt;J/g&amp;amp;deg;C&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;J/gK&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes references will give specific heat in calories per gram kelvin, or calories per kilogram kelvin.  To convert calories per gram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt;.  To convert calories per kilogram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4.184&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Older references may give specific heat in B.T.U. per pound per degree Fahrenheit.  1 B.T.U. per pound per degree Fahrenheit is by definition equal to 1 calorie per gram per kelvin.  &amp;lt;b&amp;gt;Btu/lb&amp;amp;deg;F&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;cal/gK&amp;lt;/b&amp;gt;.  So just multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt; to convert to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will report specific heat of liquids or gases in joules (or calories) per [http://en.wikipedia.org/wiki/Mole_(unit) mole] per kelvin.  The symbol for this is &amp;lt;b&amp;gt;C&amp;lt;sup&amp;gt;p&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; (with a capital C).  This is less useful for our purposes, as you will need to know the molecular weight (in grams per mole) of the compound to convert it.  &lt;br /&gt;
:An example: the molar heat capacity of ethyl alcohol is 113 Joules per mole per degree Centigrade.  The molecular weight of ethyl alcohol is 46.07 grams per mole.  Divide 113 J/mol&amp;amp;deg;C by 46.07 g/mol, resulting in 2.45 J/g&amp;amp;deg;C.  Multiply by 1000 g/kg, resulting in 2450 J/kg&amp;amp;deg;C.  That is our desired result in &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Note that specific &amp;lt;u&amp;gt;latent&amp;lt;/u&amp;gt; heat is a different concept; do not use those values for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33869</id>
		<title>40d:Specific heat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Specific_heat&amp;diff=33869"/>
		<updated>2008-05-16T14:02:59Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: wot's a kelvingram?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
== The SPEC_HEAT token ==&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; token controls a material's specific heat capacity.&lt;br /&gt;
&lt;br /&gt;
Specific heat is not a temperature.  It is, more or less, the amount of energy it takes to raise the temperature of the material from one temperature to another.  Gold, for instance, has a very low specific heat, so it takes very little energy to raise its temperature by one degree.  Water, with a very high specific heat, takes 32 times as much energy to raise its temperature by one degree.  For more information, see [http://en.wikipedia.org/wiki/Specific_heat_capacity] [http://hypertextbook.com/physics/thermal/heat-sensible/] [http://scienceworld.wolfram.com/physics/SpecificHeat.html].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- this needs verification, so I'm yanking it:&lt;br /&gt;
As &amp;lt;b&amp;gt;Dwarf Fortress&amp;lt;/b&amp;gt; does not have a concept of insulation, &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; can be used to &amp;amp;ldquot;cheat&amp;amp;rdquot; by causing a material which &amp;lt;u&amp;gt;should&amp;lt;/u&amp;gt; be quite insulative to actually take more energy to heat up, or lose more energy to cool down, than more normal materials.  The result is a material which, if used in clothing, will keep a dwarf form freezing longer than normal cloth or leather would. --&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; appears to be in units of &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; at &amp;lt;b&amp;gt;STP&amp;lt;/b&amp;gt;; i.e. &amp;lt;b&amp;gt;1000&amp;lt;/b&amp;gt; times the normally reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in Joules per gram per degree Kelvin, or exactly the more rarely reported &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in Joules per kilogram per degree Kelvin.&lt;br /&gt;
&lt;br /&gt;
It is not understood why the game uses the &amp;lt;b&amp;gt;&amp;amp;deg;C&amp;lt;/b&amp;gt; or &amp;lt;b&amp;gt;&amp;amp;deg;K&amp;lt;/b&amp;gt; scale here, while using the &amp;lt;b&amp;gt;&amp;amp;deg;DF&amp;lt;/b&amp;gt; = &amp;lt;b&amp;gt;&amp;amp;deg;F + 9968&amp;lt;/b&amp;gt; scale elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Sample specific heats as used by Dwarf Fortress ===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Material&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;c&amp;lt;sub&amp;gt;p&amp;lt;/sub&amp;gt;&amp;lt;/b&amp;gt; in &amp;lt;b&amp;gt;J kg&amp;lt;sup&amp;gt;-1 &amp;lt;/sup&amp;gt;K&amp;lt;sup&amp;gt;-1&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; uses&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Adamantine&lt;br /&gt;
| n/a&lt;br /&gt;
| 7500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Aluminum&lt;br /&gt;
| 897&lt;br /&gt;
| 900&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Copper&lt;br /&gt;
| 385&lt;br /&gt;
| 385&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Graphite) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
&amp;lt;!-- http://invsee.asu.edu/nmodules/Carbonmod/thermprp.html&lt;br /&gt;
http://hypertextbook.com/physics/thermal/heat-sensible/ --&amp;gt;&lt;br /&gt;
| 710&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Carbon (Diamond) [[Creature_Tokens/SPEC_HEAT#footnote1|&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;]]&lt;br /&gt;
| 519&lt;br /&gt;
| 409&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Gold&lt;br /&gt;
| 129.1&lt;br /&gt;
| 129&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, cast &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp;500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pig&lt;br /&gt;
| &amp;gt;500&lt;br /&gt;
| 500&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, pure&lt;br /&gt;
| 443&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Iron, wrought &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-metals-d_152.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html --&amp;gt;&lt;br /&gt;
| 480-500&lt;br /&gt;
| 450&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| 444&lt;br /&gt;
| 444&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Zinc&lt;br /&gt;
| 388&lt;br /&gt;
| 390&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, anhydrous&lt;br /&gt;
| 2440&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Alcohol, ethyl, 100 proof&lt;br /&gt;
| 3856&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Beef, carcass, not frozen &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-capacity-food-d_295.html --&amp;gt;&lt;br /&gt;
| 2850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Charcoal&lt;br /&gt;
| &amp;amp;asymp; 1000&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| Cheese, Cheddar, aged 60 weeks &amp;lt;!-- http://jds.fass.org/cgi/reprint/73/7/1671.pdf  You really can find anything on the Internet! --&amp;gt;&lt;br /&gt;
| 3012&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Coke&lt;br /&gt;
| 850&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, crystal &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Glass, silica &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html http://www.gutenberg.org/files/22657/22657-h/chapters/measurement.html -&amp;gt;&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 840&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Granite &amp;lt;!-- http://en.wikipedia.org/wiki/Specific_heat_capacity --&amp;gt;&lt;br /&gt;
| 790&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Sand&lt;br /&gt;
| 835&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (silkworm?) &amp;lt;!-- http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1380&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (hornet) &amp;lt;!--  http://joam.infim.ro/JOAM/pdf4_1/Ishay.pdf --&amp;gt; &amp;lt;!-- but a paper named Hornet silk: thermophysical properties: J. S. Ishay et al. abstract claims &amp;quot;a specific heat of over 2 J/g K&amp;quot; --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1500&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Silk (spider, viscid) &amp;lt;!-- http://www.doitpoms.ac.uk/tlplib/bioelasticity/printall.php --&amp;gt;&lt;br /&gt;
| &amp;amp;asymp; 1400&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, liquid, at STP&lt;br /&gt;
| 4218&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Water, solid, at STP&lt;br /&gt;
| 2114&lt;br /&gt;
| not in raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Wood [[Creature_Tokens/SPEC_HEAT#footnote2|&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;]]&lt;br /&gt;
| 1700 to 2900&lt;br /&gt;
| 420, hardcoded&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- if anyone knows a better way to do footnotes, go for it. --&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote1&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;#42;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;Note the inconsistency in the Carbon values.&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;small id=&amp;quot;footnote2&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;The specific heat of wood varies somewhat between different species.  However, the variance is dominated by the moisture content of the wood.  Moreover, wet wood behaves very differently below freezing.  See [http://www.fpl.fs.fed.us/documnts/fplgtr/fplgtr09.pdf]&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;small id=&amp;quot;footnote3&amp;quot;&amp;gt;&amp;lt;tt&amp;gt;&amp;amp;#91;&amp;amp;Dagger;&amp;amp;#93;&amp;lt;/tt&amp;gt;&amp;lt;small&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;footnote 3 text&amp;lt;/small&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;br/&amp;gt; --&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The default value for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt; is &amp;lt;b&amp;gt;409&amp;lt;/b&amp;gt;, except for &amp;lt;b&amp;gt;STONE&amp;lt;/b&amp;gt; types, which get &amp;lt;b&amp;gt;800&amp;lt;/b&amp;gt;.  However, default values are not established for the various &amp;lt;b&amp;gt;creature_product_SPEC_HEAT&amp;lt;/b&amp;gt; tokens.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[http://en.wikipedia.org/wiki/Specific_heat_capacity#Table_of_specific_heat_capacities] and [http://www.engineeringtoolbox.com/specific-heat-solids-d_154.html] have tables with other materials&amp;amp;rsquo; specific heats.&lt;br /&gt;
&lt;br /&gt;
References may report specific heat in Joules per gram per degree Celsius.  Because Celcius and Kelvin use the same scale, differing only in their zero points, this is exactly the same as reporting in Joules per gram per degree Kelvin.&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;b&amp;gt;J/g&amp;amp;deg;C&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;J/g&amp;amp;deg;K&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes references will give specific heat in calories per gram kelvin, or calories per kilogram kelvin.  To convert calories per gram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt;.  To convert calories per kilogram kelvin to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units, multiply by &amp;lt;b&amp;gt;4.184&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Older references may give specific heat in B.T.U. per pound per degree Fahrenheit.  1 B.T.U. per pound per degree Fahrenheit is by definition equal to 1 calorie per gram per degree Kelvin.  &amp;lt;b&amp;gt;Btu/lb&amp;amp;deg;F&amp;lt;/b&amp;gt; is equal to &amp;lt;b&amp;gt;cal/g&amp;amp;deg;K&amp;lt;/b&amp;gt;.  So just multiply by &amp;lt;b&amp;gt;4184&amp;lt;/b&amp;gt; to convert to &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Sometimes references will report specific heat of liquids or gases in Joules (or calories) per [http://en.wikipedia.org/wiki/Mole_(unit) mole] per degree Kelvin.  The symbol for this is &amp;lt;b&amp;gt;C&amp;lt;sup&amp;gt;p&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt; (with a capital C).  This is less useful for our purposes, as you will need to know the molecular weight (in grams per mole) of the compound to convert it.  &lt;br /&gt;
:An example: the molar heat capacity of ethyl alcohol is 113 Joules per mole per degree Centigrade.  The molecular weight of ethyl alcohol is 46.07 grams per mole.  Divide 113 J/mol&amp;amp;deg;C by 46.07 g/mol, resulting in 2.45 J/g&amp;amp;deg;C.  Multiply by 1000 g/kg, resulting in 2450 J/kg&amp;amp;deg;C.  That is our desired result in &amp;lt;b&amp;gt;DF&amp;lt;/b&amp;gt; units.&lt;br /&gt;
&lt;br /&gt;
Note that specific &amp;lt;u&amp;gt;latent&amp;lt;/u&amp;gt; heat is a different concept; do not use those values for &amp;lt;b&amp;gt;SPEC_HEAT&amp;lt;/b&amp;gt;.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_adaptation&amp;diff=32341</id>
		<title>40d Talk:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cave_adaptation&amp;diff=32341"/>
		<updated>2008-05-15T18:41:16Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does cave adaptation lessen with increased exposure outside, or is the adaptation permanent? --[[User:n9103|n9103]] 11:48, 17 Dec 2007 (PST)&lt;br /&gt;
:I have found that after a while the dwarves will stop vomiting while outside. I dont know wheter they still have unhappy thoughts. --[[User:Kingzilla|Kingzilla]] 15:35, 17 December 2007 (EST)&lt;br /&gt;
:I recall Toady mentioning on IRC some time back that cave adapted dwarves are supposed to recover from cave adaptation after a period outside. He didn't seem sure if it was functional though, but I think it might be... [[User:Lightning4|Lightning4]] 04:09, 13 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Tiles that count as outside for cave adaptation==&lt;br /&gt;
I was wondering if tiles that are considered aboveground but inside will cause cave adaptation? I am building a shaft to the sky in my fortress that my dwarves will walk through a lot, with bridges spanning it on various z-levels. I noticed that tiles on the level below a bridge are considered inside/light/aboveground. Tiles that have no bridges anywhere above them count as outside/light/aboveground. Does anyone know if the inside/light/aboveground tiles work to prevent cave adaptation, or if it has to be an &amp;quot;outside&amp;quot; marked tile? {{unsigned|BahamutZERO}}&lt;br /&gt;
&lt;br /&gt;
:It's light. All aboveground tiles are always light. Inside/outside is irrelevant. [[User:Anydwarf|Anydwarf]] 14:41, 15 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Taiga&amp;diff=3241</id>
		<title>Taiga</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Taiga&amp;diff=3241"/>
		<updated>2008-05-13T14:12:21Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: intro sentence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Taiga''' is an cold area containing conifer forests.&lt;br /&gt;
&lt;br /&gt;
== Taiga ==&lt;br /&gt;
Pine&amp;lt;br /&amp;gt;&lt;br /&gt;
Larch&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:Biomes]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave_swallowman&amp;diff=24811</id>
		<title>40d:Cave swallowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave_swallowman&amp;diff=24811"/>
		<updated>2008-05-13T12:57:38Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: templatey&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cave swalloman|symbol=c|color=#CCC|butcher=no|bones=4|fat=1|skin=Yes|skulls=1|chunks=4|meat=4|biome=* Subterrenean [[chasm]]}}&lt;br /&gt;
&lt;br /&gt;
Hostile, non-[[butcher]]able weak [[creature]] found in [[cave]]s and near [[chasm]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAVE_SWALLOWMAN]&lt;br /&gt;
	[NAME:cave swallowman:cave swallowmen:cave swallowman]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:coloration]&lt;br /&gt;
	[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4TOES:BEAK]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:BEAK:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[CHILD:1][CHILDNAME:cave swallowman hatchling:cave swallowman hatchlings]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Giant_rat&amp;diff=41560</id>
		<title>40d:Giant rat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Giant_rat&amp;diff=41560"/>
		<updated>2008-05-12T13:55:11Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: New page: {{CreatureInfo|name=Giant rat|biome=Chasm|symbol=R|color={{COLOR:0:0:1}} |bones=8|chunks=8|meat=8|fat=3|skulls=1|skin=Yes}} A '''giant rat''' is a rodent of unusual size that is occasional...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Giant rat|biome=Chasm|symbol=R|color={{COLOR:0:0:1}}&lt;br /&gt;
|bones=8|chunks=8|meat=8|fat=3|skulls=1|skin=Yes}}&lt;br /&gt;
A '''giant rat''' is a rodent of unusual size that is occasionally found underground in [[chasm]]s. They are larger than dwarves and tend to react poorly to claims that they don't exist.&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the [[large rat]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 [CREATURE:RAT_GIANT]&lt;br /&gt;
        [NAME:giant rat:giant rats:giant rat]&lt;br /&gt;
        [TILE:'R'][COLOR:0:0:1]&lt;br /&gt;
        [MODVALUE:2]&lt;br /&gt;
        [LARGE_ROAMING][FREQUENCY:100][DIFFICULTY:2]&lt;br /&gt;
        [GENPOWER:2][NATURAL][PET_EXOTIC][MOUNT_EXOTIC]&lt;br /&gt;
        [BENIGN]&lt;br /&gt;
        [PETVALUE:500]&lt;br /&gt;
        [PREFSTRING:strength]&lt;br /&gt;
        [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
        [SIZE:8]&lt;br /&gt;
        [MAXAGE:2:3]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [CHILD:1][CHILDNAME:giant rat pup:giant rat pups]&lt;br /&gt;
        [FAT:3]&lt;br /&gt;
        [ALL_ACTIVE]&lt;br /&gt;
        [POPULATION_NUMBER:10:20]&lt;br /&gt;
        [BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:100]&lt;br /&gt;
        [SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18035</id>
		<title>40d:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kobold&amp;diff=18035"/>
		<updated>2008-05-12T04:11:35Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: copyedit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Kobolds''' are small humanoids, slightly smaller than [[dwarves]].  They are technologically backward and use [[copper]] [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
Once your fortress has accumulated a certain amount of wealth, kobold thieves will raid you in [[fortress mode]], generally, but not always, timing their attacks to coincide with the arrival of [[caravan]]s. Kobold thieves can even show up in winter. They are able to bypass any and all [[trap]]s, and are an excellent reason to channel all traffic in and out of your fortress through a single location which should be guarded at all times.  Once discovered and caught, a kobold can generally be killed by any armed [[dwarf]] and most unarmed civilians. Be warned though that even the lowliest kobold thief will carry a copper dagger, which can lead into severe injuries if you order an unarmed recruit to attack it.&lt;br /&gt;
&lt;br /&gt;
Kobold marksmen parties may occasionally show up to ambush your dwarves outside once kobold thieves have successfully stolen some items. The kobolds will hold back and fire their [[bow]]s at all dwarves who venture near. This is not a [[siege]]. The kobolds will leave when they have no more [[arrow]]s. Due to the archers, these raiding parties can be quite dangerous to an unprepared fortress, especially one reliant on resources such as [[tree]]s and surface [[water]].&lt;br /&gt;
&lt;br /&gt;
== Kobold Caves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Occasionally, on maps that have [[cave]]s present in them, you'll find a kobold cave. These pose a possible hazard to your dwarven settlers, as -- should they discover you and become irritated at your presence -- they will attack your settlement and any wandering dwarves they come across. As mentioned previously, kobolds aren't very tough, but when they gather in large numbers (with more than a few armed kobold guards and other nasty variations of the common kobold thrown in) they can pose a significant threat to your young, underprepared fortress. On the upside, in the vicinity of the kobold cave and inside the cave itself, you'll find all kinds of random trinkets and other items, with the possibility of valuable goodies being tossed in. If you manage to clear the kobold cave on your map, any potentially valuable junk that they've accumulated is yours for the taking.&lt;br /&gt;
&lt;br /&gt;
== Kobold Caves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
In adventure mode kobolds live in caves.  They will have guards, soldiers, civilians, [[child]]ren, and the occasional quite dangerous weaponmaster.  Kobolds are deadly with a bow but generally an easy match in melee, even for a novice adventurer.  Kobold caves are full of trinkets, and they often wear [[cloth]]ing, weapons, and small-sized [[armor]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:KOBOLD]&lt;br /&gt;
	[NAME:kobold:kobolds:kobold]&lt;br /&gt;
	[TILE:'k'][COLOR:6:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:6:0:1]&lt;br /&gt;
	[LOCKPICKER][FLEEQUICK]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_CIV][CAN_LEARN][LIKES_FIGHTING][EVIL]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:150:170]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[UTTERANCES]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:50:75:100]&lt;br /&gt;
	[PERSONALITY:TRUST:0:25:50]&lt;br /&gt;
	[PERSONALITY:ACTIVITY_LEVEL:50:75:100]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30589</id>
		<title>40d:Guard</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Guard&amp;diff=30589"/>
		<updated>2008-05-11T20:58:49Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: a little more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''guard''' is a dwarf who is serving in either the [[fortress guard]] or [[royal guard]]. In Fortress Mode you may occasionally see an invader with this profession as well.&lt;br /&gt;
&lt;br /&gt;
Guards in Adventure Mode are fairly common in cities.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8195</id>
		<title>40d:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tower-cap&amp;diff=8195"/>
		<updated>2008-05-11T14:04:10Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Designing a Tree Farm */ redid the arithmetic entirely before i noticed the typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Tower caps''' are a type of [[tree]] which only grow underground (subterranean). Once fully grown (which takes 3 years?{{verify}}) they can be designated for wood cutting like other trees, and produce Tower Cap logs.&lt;br /&gt;
&lt;br /&gt;
== Tree Farms ==&lt;br /&gt;
&lt;br /&gt;
It is possible for tower caps to spontaneously grow in muddied subterranean areas &amp;lt;b&amp;gt;only if&amp;lt;/b&amp;gt; you have discovered an underground [[river]] or underground pond. Unfortunately this is currently extremely difficult to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the subject of spawning Tower Caps, Toady said:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Right now, you can't plant towercaps or bring spawn along, so you need to find a cave river or cave pool, in which case they will start growing underground if it's all working. It's trickier to find such things, so it's mostly impossible to do. Later, you should be able to plant them. There are no arbitrary vegetation caps now.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;arbitrary vegetation caps&amp;quot; comment is referring to the old limit of 200 trees growing by the [[cave river]] in the mud.&lt;br /&gt;
&lt;br /&gt;
== Designing a Tree Farm ==&lt;br /&gt;
&lt;br /&gt;
To create an underground tree farm, you need:&lt;br /&gt;
&lt;br /&gt;
* A large growing room in which the tower-caps will grow.&lt;br /&gt;
**The large room can be any size. For this example, we will use a 24 by 24 size room.&lt;br /&gt;
* An adjacent smaller filling room that will be filled with exactly the right amount of water.&lt;br /&gt;
**To calculate the size of this room, see below.&lt;br /&gt;
* A water supply line such as a tube leading to a river.&lt;br /&gt;
* Lever-controlled doors or floodgates connecting the large room to the smaller one, and the smaller one to the water supplu.&lt;br /&gt;
&lt;br /&gt;
There are 576 (24 times 24) floor tiles in the large room. The small room must hold enough water to cover the large room, the small room, and the space occupied by the door in between with 1 unit of water. Each tile of the small room can hold 7 units of water, so:&lt;br /&gt;
&lt;br /&gt;
small = (large + small + 1) / 7&lt;br /&gt;
&lt;br /&gt;
or:&lt;br /&gt;
&lt;br /&gt;
small = (large + 1) / 6&lt;br /&gt;
&lt;br /&gt;
577 divided by 6 is 96 and 1/6; rounding up, this gives 97. This is the number of floor tiles in the smaller room: a 9 by 10 room with 7 extra tiles.&lt;br /&gt;
&lt;br /&gt;
Now, get digging. The water supply connects to the smaller filling room by a 1-tile hole where a door or floodgate will go. The filling room connects to the growing room the same way, and the growing room needs a door too. Remember to have the doors in place before breaching the water source and flooding the water supply line!&lt;br /&gt;
&lt;br /&gt;
When you do breach the water source, immediately forbid the first door your miner runs through, which should be the door closest to the water source. Don't bother forbidding the other two. Link all three doors to three separate levers and test the system. Close the door between the filling chamber and main farm area and open the door that leads to the water source. When the filling chamber is full, close the door to the water source, close the door leading to the farm, and open the door between the farm and filling chamber. The water should spread out and coat the entire farm in a thin layer of water. Then simply wait three or so years and you'll have your tower-caps, ready to cut down!&lt;br /&gt;
&lt;br /&gt;
Diagram coming soon. &amp;lt;!-- GreyMario sez: This section could be done a lot better, but it does get the point across. Anyone up for cleanup or some such? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Wood FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11908</id>
		<title>40d:Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11908"/>
		<updated>2008-05-09T14:18:32Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: and obsidian does the same damage as steel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Copper|color=#880|bgcolor=#800|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bronze]] at [[smelter]]&lt;br /&gt;
* Make [[brass]] at [[smelter]]&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[billon]] at [[smelter]]&lt;br /&gt;
* Make [[sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[armor|Block]]% 66&lt;br /&gt;
* [[Damage]]% 66&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys. It is also one of the least valuable of the metals. Weapons made out of it do mediocre damage (66%) compared to Iron; similarly, armors have mediocre defense (66%). It may be best to use copper to smelt more valuable alloys rather than making weapons and armors. Of course if you don't have wide access to better metals, copper is still a fine metal to use. Copper weapons are the next best training weapons if you don't have access to silver, or can't trade with the elves for wooden weapons.&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[Smelter]])from [[Copper Nuggets]], [[Malachite]], or [[Tetrahedrite]]&lt;br /&gt;
&lt;br /&gt;
'''Copper''' can be used for minting at a [[metalsmith's forge]], creating [[coins]]. Minted copper coins are then used in the [[economy]] system. Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&lt;br /&gt;
'''Copper''' may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Nickel Silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Lay Pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Trifle Pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Fine Pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Bismuth Bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
*[[Sterling Silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Black Bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Rose Gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11907</id>
		<title>40d:Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11907"/>
		<updated>2008-05-09T14:13:32Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: i've got a wood long sword in my weapons stockpile, try again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Copper|color=#880|bgcolor=#800|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bronze]] at [[smelter]]&lt;br /&gt;
* Make [[brass]] at [[smelter]]&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[billon]] at [[smelter]]&lt;br /&gt;
* Make [[sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[armor|Block]]% 66&lt;br /&gt;
* [[Damage]]% 66&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys. It is also one of the least valuable of the metals. Weapons made out of it do mediocre damage (66%) compared to Iron; similarly, armors have mediocre defense (66%). It may be best to use copper to smelt more valuable alloys rather than making weapons and armors. Of course if you don't have wide access to better metals, copper is still a fine metal to use. Copper weapons are the next best training weapons if you don't have access to silver, wood, or sharpenable stone.&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[Smelter]])from [[Copper Nuggets]], [[Malachite]], or [[Tetrahedrite]]&lt;br /&gt;
&lt;br /&gt;
'''Copper''' can be used for minting at a [[metalsmith's forge]], creating [[coins]]. Minted copper coins are then used in the [[economy]] system. Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&lt;br /&gt;
'''Copper''' may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Nickel Silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Lay Pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Trifle Pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Fine Pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Bismuth Bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
*[[Sterling Silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Black Bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Rose Gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11905</id>
		<title>40d:Copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Copper&amp;diff=11905"/>
		<updated>2008-05-09T13:44:08Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: huh? / Undo revision 24989 by Chaos (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Copper|color=#880|bgcolor=#800|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Copper nuggets]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Tetrahedrite]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[bronze]] at [[smelter]]&lt;br /&gt;
* Make [[brass]] at [[smelter]]&lt;br /&gt;
* Make [[lay pewter]] at [[smelter]]&lt;br /&gt;
* Make [[fine pewter]] at [[smelter]]&lt;br /&gt;
* Make [[trifle pewter]] at [[smelter]]&lt;br /&gt;
* Make [[nickel silver]] at [[smelter]]&lt;br /&gt;
* Make [[billon]] at [[smelter]]&lt;br /&gt;
* Make [[sterling silver]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[bismuth bronze]] at [[smelter]]&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[armor|Block]]% 66&lt;br /&gt;
* [[Damage]]% 66&lt;br /&gt;
* [[Material value]] 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Copper''' is a [[metal]] used in a large number of alloys. It is also one of the least valuable of the metals. Weapons made out of it do mediocre damage (66%) compared to Iron; similarly, armors have mediocre defense (66%). It may be best to use copper to smelt more valuable alloys rather than making weapons and armors. Of course if you don't have wide access to better metals, copper is still a fine metal to use. Copper weapons are the next best training weapons if you don't have access to silver or wood, or can't trade with the elves.&lt;br /&gt;
&lt;br /&gt;
Copper is smelted (at a [[Smelter]])from [[Copper Nuggets]], [[Malachite]], or [[Tetrahedrite]]&lt;br /&gt;
&lt;br /&gt;
'''Copper''' can be used for minting at a [[metalsmith's forge]], creating [[coins]]. Minted copper coins are then used in the [[economy]] system. Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&lt;br /&gt;
'''Copper''' may be combined with other metals at a [[smelter]]. The following is a list of recipes involving copper:&lt;br /&gt;
*[[Nickel Silver]] = Copper + 2x [[Nickel]] + [[Zinc]]&lt;br /&gt;
*[[Brass]] = Copper + [[Zinc]]&lt;br /&gt;
*[[Bronze]] = Copper + [[Tin]]&lt;br /&gt;
*[[Lay Pewter]] = Copper + 2x [[Tin]] + [[Lead]]&lt;br /&gt;
*[[Trifle Pewter]] = Copper + 2x [[Tin]]&lt;br /&gt;
*[[Fine Pewter]] = Copper + 3x [[Tin]]&lt;br /&gt;
*[[Billon]] = Copper + [[Silver]]&lt;br /&gt;
*[[Bismuth Bronze]] = 2x Copper + [[Tin]] + [[Bismuth]]&lt;br /&gt;
*[[Sterling Silver]] = Copper + 3x [[Silver]]&lt;br /&gt;
*[[Black Bronze]] = 2x Copper + [[Silver]] + [[Gold]]&lt;br /&gt;
*[[Rose Gold]] = Copper + 3x [[Gold]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41285</id>
		<title>40d:Help! My civilians keep running into combat!</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Help!_My_civilians_keep_running_into_combat!&amp;diff=41285"/>
		<updated>2008-05-08T21:57:08Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* &amp;quot;All dwarves stay inside&amp;quot; */ grr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the bodies start falling, and sometimes even before, citizens will run like madmen right into the middle of a [[combat]] situation.  We'd like to think of it as natural selection, but all dwarves are potentially that stupid.&lt;br /&gt;
&lt;br /&gt;
==Causes==&lt;br /&gt;
===Corpse looting===&lt;br /&gt;
The most common cause is the death of a friend or enemy.  A dying creature who carries objects drops those objects on death, and your dwarves just can't wait to start looting the corpses.  Even the presence of hostiles will only deter them if they get close enough to be spooked, and then there's often no telling which direction they'll run - it's usually the wrong one.  This behavior only occurs after someone dies.  To prevent this behavior, as soon as bodies are generated immediately forbid ({{K|d}} - {{K|f}}) all objects they were carrying and their corpse - including all parts thereof.  Dwarves will cancel jobs to retrieve forbidden items.&lt;br /&gt;
&lt;br /&gt;
===Outside tasks===&lt;br /&gt;
The second behavior which leads to civilian dwarves in avoidable combat situations is dwarves who try to take jobs which take them outside.  This is really a more general version of the previous (as they are trying to job 'take item to depot' for dropped items), but can be generated by any object or stockpile that's sitting outside.  This is much harder to deal with unless you've kept your stockpiles inside and kept track of every object outside, because finding them to forbid them can be difficult, especially on larger maps or maps with many outdoor z-levels.  Finally, not all outdoor jobs are going to be item collecting jobs.  Woodcutters will want to chop designated trees (deselect them to stop this or turn off the labor), fisherdwarfs are going to want to go fishing (turn off the fishing labor), trappers will want to trap and hunters will want to hunt (turn off these labors).  You'll want to turn off gathering refuse from outside as well using the [[standing orders]] menu: ({{K|o}} - {{K|r}} - {{K|o}}).&lt;br /&gt;
&lt;br /&gt;
===Rescue missions===&lt;br /&gt;
One last behavior which can (rarely) bring a civilian into combat is an attempt to rescue a wounded dwarf.  Unfortunately you can't 'forbid' a living dwarf, but you can disable the &amp;quot;Health Care&amp;quot; job for the dwarf attempting the rescue.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Solutions==&lt;br /&gt;
===&amp;quot;All dwarves stay inside&amp;quot;===&lt;br /&gt;
You can order all your dwarves, or just non-soldier dwarves, to stay inside by using the standing orders menu: {{k|o}} - {{k|i}}. However this is often an ineffective solution because the prohibition only kicks in when a dwarf actually steps outside. Thus, if combat (or other enemy deterrence systems) are at or near your entrance, telling dwarves to stay inside will not help - they will still try to take these jobs, walk outside (right into a combat situation), and then realize they aren't supposed to be there, cancel the job, walk back inside, and try to take the same job again.&lt;br /&gt;
&lt;br /&gt;
Setting only soldiers to go outside is not a cure-all, since soldiers can still generate Pickup Equipment jobs and run one by one into a hail of goblin crossbow fire.&lt;br /&gt;
&lt;br /&gt;
===Remove distractions===&lt;br /&gt;
As described above, as soon as a siege or ambush occurs, turn off the labors of dwarves who have outdoor tasks (woodcutting, fishing, trapping and hunting), un-designate ({{k|d}} - {{k|x}}) trees or shrubs that were set to be cut or gathered, and forbid ({{k|d}}} - {{{k|f}}) anything outdoors that your dwarves might want to fetch (such as freshly-cut logs). Continue doing this as the combat progresses and bodies and items start dropping. Turning off refuse hauling, as described above ({{K|o}} - {{K|r}} - {{K|o}}), may help. So can telling dwarves not to collect bodies: {{k|o}} - {{k|g}} if you use stockpiles for dead dwarves (which [[coffin|you shouldn't]]). &lt;br /&gt;
&lt;br /&gt;
===Batten down the hatches===&lt;br /&gt;
An easier solution to manage is locking all your dwarves inside, for instance by raising drawbridges.  This tends to break invader AIs however, as they will just mill about outside (not walking forward into your traps) because they can't find a path to a dwarf.  It also makes it more difficult to get military out to the invaders because when you open the doors your dwarves will start taking outdoor jobs again.&lt;br /&gt;
&lt;br /&gt;
===Martial law===&lt;br /&gt;
One last solution is to draft all your civilian dwarves and station them somewhere deep within your fortress.  It will generate a lot of unhappy thoughts, and kill your productivity for the duration of the siege, but it will stop them from being stupid. Watch out for newly-recruited dwarves who are set to equip armour or weapons, however: they may attempt to run out into the fray to equip themselves.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Forward barracks===&lt;br /&gt;
Create your barracks, a food stockpile, weapons and armour stockpiles, small meeting hall, etc. near the entrance of your fort for your military dwarves to use. Have the rest of your fort seperated by lockable doors. When fighting occurs, lock all non-military dwarves in the back of the fort where they can continue working undisturbed. Forcing all incoming traffic to move through your barracks has the added benefit of making it likely that any sneaky [[thief]] will be discovered in the middle of your sparring ground -- with predictably gruesome results for the thief.&lt;br /&gt;
&lt;br /&gt;
The forward barracks concept can be extended by placing the barracks so far forward that they are on the surface, outside the fortress proper, forming a castle of sorts. This requires encircling walls or channels on the surface to force enemies into a designated approach path and block others, so there is more work required of the player. One benefit is that the &amp;quot;soldiers can go outside&amp;quot; order will keep civilians out of the castle, and thus hopefully out of harm's way; also this will consume large amounts of those stones that clutter up the fortress.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
The existence of this problem is a strong argument for doing as much as you can to give your dwarves little reason to go outside.  The fewer reasons your dwarves have for going outside, the fewer dwarves you will lose to crazy dwarves wandering into the line of fire.  It has the side benefit of greatly reducing your casualties from ambushes. Strategies like building a [[trade depot]] indoors, behind a retractable drawbridge, will help keep your dwarves out of danger.&lt;br /&gt;
&lt;br /&gt;
Providing indoor pastimes (like a [[sculpture garden]], [[zoo]], [[meeting hall]], or a meeting area [[zone]]) will make dwarves spend their break time in the fortress rather than outside. This will prevent dwarves from hanging around outside, which will lessen the likelihood that they will get caught outside when siegers arrive. Creative use of water resources to create an [[underground forest]] can limit danger to woodcutters. Hunters, haulers and other dwarves who have business outside will still be at risk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22453</id>
		<title>40d:Soldier</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Soldier&amp;diff=22453"/>
		<updated>2008-05-08T21:00:37Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Heroes and Champions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarves in your [[military]] will be one of the following types of '''soldiers'''. What type of soldier they are will be determined by whichever [[weapon]] they are most [[skill]]ed at using. All soldiers can carry [[shield]]s, regardless of what weapon they use. Weapon, armor, and squad choices are controlled from the Military screen ({{key|m}}). The dwarven military is organized via use of the [[squad]] system.&lt;br /&gt;
&lt;br /&gt;
== Training ==&lt;br /&gt;
&lt;br /&gt;
Soldiers will train when not on duty. Marksdwarves will shoot at [[archery target]]s if they are correctly set up and you have wood or bone [[bolts]] available. Melee dwarves (including wrestlers) will [[sparring|spar]] with their weapons in a [[barracks]] if you have built one. For full information, see the article on [[sparring]].&lt;br /&gt;
&lt;br /&gt;
== Soldier classes ==&lt;br /&gt;
&lt;br /&gt;
Every weapon has an associated skill. Soldiers will name themselves according to what [[Weapon damage|weapon]] they are most skilled at using, as long as they are at least a novice rank in one. Thus a soldier whose highest weapon skill is with a spear will be known as a Speardwarf, even if the soldier has been reassigned to train with an axe instead.&lt;br /&gt;
&lt;br /&gt;
=== Marksdwarves ===&lt;br /&gt;
&lt;br /&gt;
Marksdwarves, thought of as the wimpiest soldiers, are armed with [[crossbow]]s and deal pierce damage from afar. A [[bolt]] does a fine job at piercing the internal organs of a creature while also doing some damage to outside parts. This is of limited use against creatures without organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target. The only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
A Marksdwarf who is forced into melee will use the [[hammer]] skill to bash enemies with their crossbow, so you may consider crosstraining them as hammerdwarves.&lt;br /&gt;
&lt;br /&gt;
Immigrating [[Trapper]]s often arrive with a Novice Marksdwarf skill.&lt;br /&gt;
&lt;br /&gt;
=== Speardwarves ===&lt;br /&gt;
&lt;br /&gt;
Speardwarves specialize in pierce damage and will puncture an enemy's organs quickly and critically once in range. The spear doesn't hit as hard as an axe, but it has a higher chance of piercing organs, making it a better choice against large, living creatures like demons or dragons.&lt;br /&gt;
&lt;br /&gt;
=== Axedwarves ===&lt;br /&gt;
&lt;br /&gt;
Axedwarves, thought by some to be the only true dwarven soldier, specialize in slash damage, also known as the fine art of mangling and severing limbs. This damage type is useful for taking away opponents' mobility and means of attack while eventually bleeding them to death. Battle axes move slower than swords but do more damage per stroke.&lt;br /&gt;
&lt;br /&gt;
=== Sworddwarves ===&lt;br /&gt;
&lt;br /&gt;
Sworddwaves deal both slash and pierce damage. Swords can cut off limbs, like an axe, but also reasonably good at hitting internal organs, like a spear.&lt;br /&gt;
&lt;br /&gt;
=== Macedwarves ===&lt;br /&gt;
&lt;br /&gt;
Macedwarves are exactly like hammerdwarves, but use a weapon with a different name and skill, though exactly the same in game terms.&lt;br /&gt;
&lt;br /&gt;
=== Hammerdwarves ===&lt;br /&gt;
&lt;br /&gt;
Hammerdwarves, the other true dwarven soldiers, specialize in blunt damage, which breaks the bones of the enemy and will often repel the enemy some distance, causing extra damage if they are bashed into a wall.&lt;br /&gt;
&lt;br /&gt;
Human Hammermen use a two-handed maul instead of a war hammer. More powerful, mauls focus on breaking bones rather than mangling limbs, though that does also happen on the occasion. They have a greater chance to knock back an opponent than a mace does but comes at the cost of speed. Also should someone be knocked back into an obstacle, they'll take extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Wrestlers ===&lt;br /&gt;
&lt;br /&gt;
Wrestlers focus on tying the opponent into knots, choking them, and breaking limbs. Creatures tied up in [[wrestling]] will do nothing else and remain immobile, perfect for a marksdwarf to pick off the creature at a range or an armed dwarf to carve into bite-sized pieces. Also note that this skill determines how much a dwarf will evade/dodge attacks. Wrestlers are much weaker than any other soldier type.&lt;br /&gt;
&lt;br /&gt;
Wrestler skill is also exercised when using any improvised weapon in combat.&lt;br /&gt;
&lt;br /&gt;
=== Recruits ===&lt;br /&gt;
&lt;br /&gt;
Any dwarf without at least one of the above skills at [[skill|Novice]] level or better will be classified as recruits. If you keep them off duty, they will train at their selected weapon until they reach Novice skill in it, at which point they will turn into one of the above weaponsdwarves.&lt;br /&gt;
&lt;br /&gt;
== Heroes and Champions ==&lt;br /&gt;
&lt;br /&gt;
Once soldiers reach [[skill|Great]] skill level in any weapon (or wrestling), they will become '''heroes''', will be called Lord/Master/Elite, have a different colour shade and can no longer be removed from the military. Their &amp;quot;Pref&amp;quot; menu will be replaced by the text &amp;quot;This hero need not work&amp;quot;, and you will not be able to deactivate them (make them civilians again), transfer them into or out of the [[Fortress Guard|Guard]], or assign work [[dog]]s to them.&lt;br /&gt;
&lt;br /&gt;
You can still change their weapon and armor settings via the {{key|m}}ilitary screen ({{key|w}}eapons), and to change their soldiering orders ({{key|v}}iew squad). Heroes in either the Fortress or Royal Guard cannot be given military orders via the Squads screen ({{key|x}}) and will become permanently useless. If you have any Expert, Professional, or Accomplished soldiers in the Guard, be sure to transfer them out while you still can. Alternatively, a dwarf on the verge of becoming a hero in one weapon skill can be transferred to another weapon and retrained; the attribute bonuses from gaining each weapon skill will stack. Heroes cannot trade, so it is advisable for your trader not to be given military training.&lt;br /&gt;
&lt;br /&gt;
Upon reaching [[legendary]] skill level in any weapon, a hero will become a '''champion''', with the following [[announcement]]: &amp;lt;tt&amp;gt;&amp;quot;''&amp;lt;dwarfname&amp;gt;'' has become a legendary champion! Hail ''&amp;lt;dwarfname&amp;gt;''!&amp;quot;&amp;lt;/tt&amp;gt;. Champions behave the same as heroes, although they are additionally exempt from the [[dwarven economy]], like all legendary dwarves. Champions cannot serve under heroes or normal soldiers, but willingly serve under other Champions.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone_meal&amp;diff=37976</id>
		<title>40d:Bone meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone_meal&amp;diff=37976"/>
		<updated>2008-05-08T19:08:30Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: explain a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In reality, '''bone meal''' is made by grinding bones into a powder.&lt;br /&gt;
&lt;br /&gt;
It is unknown whether bone meal is available in the current version.{{v|0.27.176.38c}} It appears in [[pits]] and under [[stockpile]] options for food.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=40459</id>
		<title>40d:Stocks</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stocks&amp;diff=40459"/>
		<updated>2008-05-08T15:47:02Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Inventory */ can never remember this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Stocks''' screen, accessible via the '''[[Status]]''' screen, is a careful record of your fort's entire inventory.  It is managed by the [[bookkeeper]], who periodically must update the [[stockpile]] records, depending on how quickly your fort's [[wealth]] is growing or being depleted.&lt;br /&gt;
&lt;br /&gt;
==Layout==&lt;br /&gt;
&lt;br /&gt;
The Stocks screen displays a list of product categories on the left side.  Next to those categories is the total number of objects you have that fit within that category, listed first as the total number available, and then as the total number used in buildings.&lt;br /&gt;
&lt;br /&gt;
[[Image:Jt_stocks_screen.png|800px]]&lt;br /&gt;
&lt;br /&gt;
==Precision==&lt;br /&gt;
&lt;br /&gt;
The precision of the Stocks screen depends on the settings of the bookkeeper [[noble]].  There are five possible settings:&lt;br /&gt;
&lt;br /&gt;
; Lowest Precision&lt;br /&gt;
: This setting is precise only to one significant figure.&lt;br /&gt;
:*Any number from 0 to 9 will be exact.&lt;br /&gt;
:*A number from 10 to 99 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 1,000.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10,000.&lt;br /&gt;
&lt;br /&gt;
; Low Precision&lt;br /&gt;
: This setting is precise up to two significant figures.&lt;br /&gt;
:*Any number from 0 to 99 will be exact.&lt;br /&gt;
:*A number from 100 to 999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 100.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 1,000.&lt;br /&gt;
&lt;br /&gt;
; Medium Precision&lt;br /&gt;
: This setting is precise up to three significant figures.  This is a good and practical level to maintain stockpile records at for a decent-sized fort.  You will rarely be concerned with exact figures for more than 1,000 commodities at a time.&lt;br /&gt;
:*Any number from 0 to 999 will be exact.&lt;br /&gt;
:*A number from 1,000 to 9,999 will be rounded to the nearest 10.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 100.&lt;br /&gt;
&lt;br /&gt;
; High Precision&lt;br /&gt;
: This setting is precise up to four significant figures.  This setting is extremely precise and can be useful for very massive fortresses or compulsive perfectionists.&lt;br /&gt;
:*Any number from 0 to 9,999 will be exact.&lt;br /&gt;
:*A number equal to 10,000 or more will be rounded to the nearest 10.&lt;br /&gt;
&lt;br /&gt;
; Highest Precision&lt;br /&gt;
: This setting is totally precise.  All stockpile records will be exact.  Maintaining stockpile records at this level is a full-time job and is recommended only if you have a dedicated bookkeeper.&lt;br /&gt;
&lt;br /&gt;
If a number has been rounded, it will appear with a trailing question mark and will be displayed in brown ink instead of light grey.  For instance, &amp;quot;20?&amp;quot; instead of &amp;quot;17&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Inventory==&lt;br /&gt;
&lt;br /&gt;
If you have a sufficient level of precision to count each and every item in the given category, you will see an inventory display on the right side of the screen.  If you do not have enough precision, the right side of the screen will be blank.&lt;br /&gt;
&lt;br /&gt;
This inventory display has two modes.  The first mode is a compacted view which lists objects by type and total number.  It is handy to get a general idea of the number of goods you have available.  The second mode is an exact view which lists each unique object or stack of objects in your fort.  This display is useful for selecting individual items to [[melt]] or [[dump]].  To toggle between either of the two modes, press {{key|Tab}}.&lt;br /&gt;
&lt;br /&gt;
In the exact mode, items in stockpiles are displayed in brown text; items that are part of a construction are in dark cyan.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3594</id>
		<title>40d:Crop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crop&amp;diff=3594"/>
		<updated>2008-05-08T15:20:49Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: quarry leaf stacks are worth 5 per leaf in the stack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Df-crops-diagram.png|thumb|100px|Flowchart]]&lt;br /&gt;
'''Crops''' are [[plant]]s that may be grown at [[Farming|farm plots]].  There are two types of crops: above ground and subterranean.  The [[seed|seeds]] of subterranean crops may be brought from the starting screen or purchased from the [[dwarf]] traders.  Above ground crops and seeds may be purchased from [[human]] or [[elf|elven]] traders or gathered by dwarves with the [[plant gathering]] labor enabled. Seeds may also be won by processing the plants or eating them (but not by cooking!). Some of the plants listed below are not crops as such as they have no seeds and can't be planted. They are listed for the sake of completeness only.&lt;br /&gt;
&lt;br /&gt;
The list below uses the legend:&lt;br /&gt;
&lt;br /&gt;
a) [[Farmer's workshop]]&lt;br /&gt;
 &lt;br /&gt;
* P - Process&lt;br /&gt;
* b - Process to [[Bag]]&lt;br /&gt;
* B - Process to [[Barrel]]&lt;br /&gt;
* V - Process to [[Vial]]&lt;br /&gt;
&lt;br /&gt;
b) [[Mill]] or [[Quern]]&lt;br /&gt;
&lt;br /&gt;
* M - Milling  (requires a bag)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Crop Name &lt;br /&gt;
| '''Growing'''&amp;lt;br&amp;gt;'''Seasons''' || '''Habitat''' || '''Plant'''&amp;lt;br&amp;gt;'''Value''' || '''Brewable''' || '''Brew'''&amp;lt;br&amp;gt;'''Value*''' || '''Cookable'''** || '''Edible'''&amp;lt;br&amp;gt;'''Raw''' || '''Extracts''' || '''Extract'''&amp;lt;br&amp;gt;'''Value'''&lt;br /&gt;
|-&lt;br /&gt;
! [[Plump helmet]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || [[Dwarven wine]] || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Pig tail]]&lt;br /&gt;
| {{seasons2||1|1|}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || [[Dwarven ale]] || 10 || No || No || [[Pig tail]] [[thread]] (P)|| ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Cave wheat]]&lt;br /&gt;
| {{seasons2||1|1|}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || [[Dwarven beer]] || 10 || if Milled || No || [[Dwarven wheat flour]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweet pod]]&lt;br /&gt;
| {{seasons2|1|1||}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || [[Dwarven rum]] || 10 || if Milled or Processed || No || [[Dwarven syrup]] (B), [[Dwarven sugar]] (M) || 20, 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Quarry bush]]&lt;br /&gt;
| {{seasons2|1|1|1|}}  || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || No ||  || if Processed || No || 5 [[Quarry bush]] leaves (b) || 25&lt;br /&gt;
|-&lt;br /&gt;
! [[Dimple cup]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;brown&amp;quot;&amp;gt;Subterranean&amp;lt;/font&amp;gt; || 2 || No ||  || No || No || Dimple [[dye]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Muck root]]***&lt;br /&gt;
| {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Wet)&amp;lt;/font&amp;gt; || 2 || [[Swamp whiskey]] || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Bloated tuber]]***&lt;br /&gt;
| {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Dry)&amp;lt;/font&amp;gt; || 2 ||[[Tuber beer]] || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Kobold bulb]]***&lt;br /&gt;
| {{seasons2|1|1|1|1}} || &amp;lt;font color=&amp;quot;blue&amp;quot;&amp;gt;Wetland (Wet)&amp;lt;/font&amp;gt; || 2 || No || || No || No || [[Gnomeblight]] (V) || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Prickle berry]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) || 2 || [[Prickle berry win]]e || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Wild strawberry]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) ||  2 || [[Strawberry wine]] || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Longland grass]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) || 2|| [[Longland beer]] || 10 || if Milled || No || [[Longland flour]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Valley herb]]***&lt;br /&gt;
| {{seasons2|1|||}} || &amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;Temperate Grassland (Dry)&amp;lt;/font&amp;gt; || 5 || No ||  || Yes || No || [[Golden salve]] (V) || 100&lt;br /&gt;
|-&lt;br /&gt;
! [[Rat weed]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Wet)|| 2 || [[Sewer brew]] || 5 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Fisher berry]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Wet) || 2 || [[Fisher berry wine]] || 10 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Rope reed]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Wet) || 2 || [[River spirits]] || 10 || No || No || [[Rope reed]] [[thread]] (P) || ?&lt;br /&gt;
|-&lt;br /&gt;
! [[Blade weed]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) || 2 || No ||  || No || No || Emerald [[dye]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Hide root]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) || 1 || No ||  || No || No || Redroot [[dye]] (M) || 10&lt;br /&gt;
|-&lt;br /&gt;
! [[Sliver barb]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) (Evil) || 2 || [[Gutter cruor]] || 5 || No || No || Black [[dye]] (M) || 20&lt;br /&gt;
|-&lt;br /&gt;
! [[Sun berry]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Wet) (Good) || 2 || [[Sunshine]] || 25 || Yes || Yes || None ||&lt;br /&gt;
|-&lt;br /&gt;
! [[Whip vine]]&lt;br /&gt;
| {{seasons2|1|1|1|1}} || Not Freezing (Dry) (Savage)|| 2 || [[Whip wine]] || 15 || if Milled || No || [[Whip vine flour]] (M) || 25&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The Brewed value of a single plant, which is the value of five Drinks. For comparison with Extracts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; Anything that can be cooked is edible afterwards.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt; These plants can not be grown on a farm plot.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Farm plot]]&lt;br /&gt;
* [[Shrub]]&lt;br /&gt;
* [[Farming]]&lt;br /&gt;
&lt;br /&gt;
{{Farming FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Agriculture]]&lt;br /&gt;
[[Category:Crops]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Assign_animal&amp;diff=41361</id>
		<title>40d:Assign animal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Assign_animal&amp;diff=41361"/>
		<updated>2008-05-08T01:28:13Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Guard animals */ certainly don't release themselves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can assign a [[Dog#War dog|war dog]] or [[Dog#Hunting dog|hunting dog]] to help a dwarf out with fighting or [[hunting]], respectively.&lt;br /&gt;
&lt;br /&gt;
====Assigning animals====&lt;br /&gt;
To assign a [[dog]] {{k|v}}iew a dwarf and check his {{k|p}}references. Then select &amp;quot;Work Dogs&amp;quot;, {{k|e}}. From this menu you can assign any dogs that are available. From that point on they will follow the dwarf and cannot be unassigned.&lt;br /&gt;
&lt;br /&gt;
====Training animals====&lt;br /&gt;
Training animals is done at the [[kennel]]s&lt;br /&gt;
&lt;br /&gt;
====Guard animals====&lt;br /&gt;
You can also [[restraint|restrain]] (or [[cage]]) animals to act as guards and unchain them when an enemy is spotted nearby, allowing them to attack.&lt;br /&gt;
&lt;br /&gt;
Once the restraint (or cage) is built select the restraint (or cage) using the &amp;quot;Set Building Tasks/Prefs&amp;quot; menu, {{k|q}}, and assign the animal to it. A dwarf will haul the animal to the restraint (or cage) and lock it in. Use the {{k|q}} menu again to release the animal. &lt;br /&gt;
*Animals in cages require a dwarf to let them out, or a lever connected to the cage via a mechanism, to unleash the animal within.&lt;br /&gt;
*Animals in restraints need a dwarf to release them.&lt;br /&gt;
*Animals in restraints can move to the 8 squares surronding the restraint, animals in cages cannot move.&lt;br /&gt;
*Animals can detect ambushing creatures and thieves.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41349</id>
		<title>40d:Mog juice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mog_juice&amp;diff=41349"/>
		<updated>2008-05-08T01:25:56Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: can't cook fish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Mog juice''' is an [[extract]] from [[moghopper]]s, a type of [[fish]]. Mog juice can be used for [[cooking]], and has a [[value]] of 50☼ per unit.&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26179</id>
		<title>40d:Captured live fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Captured_live_fish&amp;diff=26179"/>
		<updated>2008-05-08T01:23:44Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: fishery's's?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A captured live fish is caught using the &amp;quot;capture live fish&amp;quot; command given at a [[fishery]].  A dwarf with the [[fishing]] labor will then attempt to catch a [[fish]] live using an available [[animal trap]]. The fish will then be placed into an [[Aquarium|aquarium]].&lt;br /&gt;
&lt;br /&gt;
Captured [[turtle]]s and [[moghopper]]s can then be used as [[pet]]s. However, a captured [[moghopper]] is also used to make five units of [[mog juice]] using the [[fishery]]'s &amp;quot;extract from live fish&amp;quot; command as well as being a [[pet]] candidate. This extract can now be used for [[cooking]] and [[trading]].{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
Note: A constructed [[animal trap|trap]] can not be used unless it is reclaimed. ({{k|q}}-&amp;gt;{{k|x}}).&lt;br /&gt;
&lt;br /&gt;
[[Category:stub]][[Category:animals]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11938</id>
		<title>40d:Floodgate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Floodgate&amp;diff=11938"/>
		<updated>2008-05-07T17:14:51Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: because..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''floodgate''' is an object used to regulate the flow of fluids, such as [[water]] and [[magma]]. A [[wood]], [[stone]] or [[metal]] floodgate will suffice for water flow, but only [[magma-safe materials|magma-safe]] materials with a melting point higher than about 1200&amp;amp;deg;C, such as [[bauxite]], [[steel]] or [[raw adamantine]] &amp;lt;small&amp;gt;(don't do that)&amp;lt;/small&amp;gt; will hold back magma. Floodgates function much like [[door]]s with the 'Forbidden' option set at all times. Floodgates generally have to be built prior to flooding (obvious for magma, isn't it?) but can still be built at a water level of 1/7.&lt;br /&gt;
&lt;br /&gt;
Floodgates have to be linked to [[lever]]s or [[pressure plate]]s to allow them to be opened and closed remotely. An open floodgate also can be walked through, whereas a closed one can not.&lt;br /&gt;
&lt;br /&gt;
For example, a water floodgate connected to a river can be opened to create a shallow pool, then closed, the pool then be drained or allowed to evaporate. The resulting mud can be used for underground [[farm]]s. Standing water can be used for drinking, or sufficiently rushing water used as a defense against invaders.&lt;br /&gt;
&lt;br /&gt;
If there is no roof above a floodgate, and water comes to it from a source with higher elevation, the water can spill over it.&lt;br /&gt;
&lt;br /&gt;
If a magma floodgate is opened, the magma will flow over it and melt any non-magma-safe mechanism, thus breaking the open/close trigger. Using magma-safe mechanisms will prevent this from happening.&lt;br /&gt;
&lt;br /&gt;
The floodgate can also be used to cover fortifications when they are not being used. This will prevent enemies from firing into your fort through the fortifications, and can be useful if your marksdwarfs arrive at the fortification one at a time. &lt;br /&gt;
&lt;br /&gt;
Unlike doors, floodgates can be built directly adjacent to each other; that is, floodgates do not require an adjacent wall. This allows channels wider than a single square to be regulated.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
[[Category:Constructions]]&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36002</id>
		<title>40d Talk:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trading&amp;diff=36002"/>
		<updated>2008-05-07T16:01:09Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: Offerings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Consolidation of Trading, Trade Depot, Caravans, and Wagon ==&lt;br /&gt;
&lt;br /&gt;
This needs wikification with some amounts of rewriting. I will give it a go. --[[User:Maska|Maska]] 06:51, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Yea thanks, this is my first try at a wiki-page. sorry if it was crappy... --[[User:CombatWombat|CombatWombat]] 06:42, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Nah, there's no such thing as a crappy wiki edit, when its got content in it. Just remember to be bold, otherwise there would be nothing here. --[[User:Maska|Maska]] 07:29, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Well this thread's a little old, but I re-wrote and consolidated some more information on this page.  There was also some discussion of this on [[Talk:Caravan#Merge_this_into_Trading]].  If you don't approve, please don't just revert it, I organized and cleaned up a lot of the scattered info, so at the very least it should be split from where it is now on the Trading page to where it should ultimately go. --[[User:Marble Dice|Marble Dice]] 02:48, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Extraction from different articles ==&lt;br /&gt;
&lt;br /&gt;
All the information on trading seems quite scattered now (Trade depot, Caravan, Dwarf, Elf, Human etc), and as most stuff is well written I think we should merge the trade sections to this one page and leave behind only refecences. --[[User:Maska|Maska]] 08:29, 27 January 2008 (EST)&lt;br /&gt;
:Looking good, is there a 'your first caravan'-type tutorial anywhere we could link to? Something with advice on the sort of goods to prepare and what to buy for the first winter, with new players in mind. I'll try and find one somewhere. --[[User:TangoThree|TangoThree]] 09:07, 27 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Done, linked to the trade section in the new player guide. --[[User:TangoThree|TangoThree]] 09:11, 27 January 2008 (EST)&lt;br /&gt;
::Done++ Someone else finish merging the information from Caravans into the page. Make sure to get that awesome Elf trader image. --[[User:Ikkonoishi|Ikkonoishi]] 12:10, 28 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Haulers? ==&lt;br /&gt;
In my experience the &amp;quot;bring item to depot&amp;quot; tasks were performed by any dwarf, even without any hauling labors enabled. Can also be my imagination. I cannot check it for now, so, anyone, please verify.--[[User:Dorten|Dorten]] 23:49, 27 January 2008 (EST)&lt;br /&gt;
:That's correct, as many times my pure crafters will stop crafting to haul goods to the depot, despite having only one or two production labors enabled. --[[User:N9103|Edward]] 03:41, 28 January 2008 (EST)&lt;br /&gt;
::Is this similar to plant gathering where even non-working nobles and children will do it, or is it limted to any regular dwarf regardless of labour? --[[User:TangoThree|TangoThree]] 19:04, 31 January 2008 (EST)&lt;br /&gt;
:::Yes, nobles and children will haul stuff to the depot. --[[User:Janus|Janus]] 00:19, 1 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Moving goods on afterwards ==&lt;br /&gt;
&lt;br /&gt;
To get things ''out'' of the depot.... do I have to order them removed while the caravan is still around?&lt;br /&gt;
I have starving dwarves... and food going rotten in the depot![[User:GarrieIrons|GarrieIrons]] 06:36, 5 February 2008 (EST)&lt;br /&gt;
:AFAIK, no. in my experience, anything bought is treated as like it's just lying there, not being traded.&lt;br /&gt;
Well, yes and no. Once trading is finished dwarves will start bringing the bought goods in while the caravan still is there. But you cant 'order' them to per se ;) Your own stuff that wasnt sold however will remain in depot till the caravan leaves. --[[User:Koltom|Koltom]] 18:45, 13 February 2008 (EST)&lt;br /&gt;
::Unless you go back into the {{k|g}}oods menu at the Depot and unmark them for trading. --[[User:N9103|Edward]] 04:25, 14 February 2008 (EST)&lt;br /&gt;
I've a question in the same vein: I just traded for a truckload of goods, but the traders didn't even leave them in the depot! They just carried my goods out with them. Were my dwarves supposed to carry all of the goods back earlier? --[[User:Gh3yz0r|Gh3yz0r]] 14:08, 16 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Duplicate Page?==&lt;br /&gt;
The page &amp;quot;Caravan&amp;quot; has very similar information, though this &amp;quot;trading&amp;quot; page seems more complete.[Samyotix]&lt;br /&gt;
&lt;br /&gt;
== culling on mandates ==&lt;br /&gt;
&lt;br /&gt;
what's that? in the trade screen? me no be native speaker...--[[User:Koltom|Koltom]] 21:56, 20 February 2008 (EST)&lt;br /&gt;
:I think it means that it will hide things that are not allowed to be traded: &amp;quot;Mayor has put bans on certain exports&amp;quot;. But I don't know if it hides an entire bin if one item in it is banned. [[User:Hex Decimal|Hex Decimal]] 14:29, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;everything is ruined now&amp;quot; ==&lt;br /&gt;
I just accidentally tried to trade the elves a wooden bin full of stone goods. Now ALL my stone goods, including ones not actually in that bin, are unacceptable. I ended up just seizing the rope I needed, but I'd like to know if this is a glitch, or if I just made them too angry to trade.	&amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Shadow archmagi|Shadow archmagi]] ([[User talk:Shadow archmagi|talk]]•[[Special:Contributions/Shadow archmagi|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:It's not a glitch.  Elves refuse to trade at all after you give them even a single wood or animal product. After you do that the trade option is locked until they come back to trade next year. [[User:Hex Decimal|Hex Decimal]] 14:52, 27 February 2008 (EST)&lt;br /&gt;
:The wooden bin told the elves you hate trees. Elves don't trade with people who hate trees. Elves don't trade with people who hate animals. Don't trade dead trees or dead animal parts to elves. [[User:Rkyeun|Rkyeun]] 13:18, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Depot Access==&lt;br /&gt;
Not a single square on my map is accessible by the caravan. What should i do? --[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
EDIT: My bad. It seems that it shows every square as inaccessible if the depot is not fully constructed--[[User:Noctune9|Noctune9]] 11:16, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading Margins ==&lt;br /&gt;
In regards to this submission:&lt;br /&gt;
&amp;quot;If you have a somewhat experienced broker or you already raised the traiders mood to pleased or above you can usually trade with marginal profit for them and you can also safely ignore their counteroffers, offering the same trade a second time, successfully.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You do realize that when they make a counteroffer they automatically add those counteroffer goods to the pot, right? Just making sure. Are you saying you go back through and remove each item their counteroffer added to your side of the deal? Seems much simpler to just stick to the ~50% rule of thumb, especially at the beginning with low skills and again once you reach the point of having so many trade goods that you can easily buy everything you need from each caravan with plenty of goods left over. --[[User:Janus|Janus]] 14:55, 22 March 2008 (EDT)&lt;br /&gt;
: Yes, exactly. Whenever i get a counteroffer I remove all items from the list they added until their profit is back to what i deem fit, sometimes leaving a low value item, say, 50☼, they chose, if I wanted to trade it anyway. Since this is not a beginners guide page, I think it's wrong to advise people to a 50% profit margin that is much higher than necessary. Once the traders are happy, they will even agree to trading an anvil for an anvil. I tested this extensively because usually i want them to leave early and thus try to make them angry. Almost impossible. We could however add smth about the (suspected) advantages of having high export totals like bigger caravans, more immigrants, arrival of king. --[[User:Koltom|Koltom]] 06:39, 23 March 2008 (EDT)&lt;br /&gt;
::The 50% rule of thumb is a good starting point either way. &amp;quot;Advanced&amp;quot; page or not, before I posted that, there was no guidance on what profit margin the visiting traders would generally accept, so that people were left to find out the hard way.&lt;br /&gt;
::Going back through a long list of your trade goods to hunt down and remove the items which the visiting trader added to the offer seems like a bit of a waste of time to me, unless you just have very few trade goods or a really tight budget at your fortress.&lt;br /&gt;
::As for being able to get away with lower margins once the trader is happy, that is definitely useful knowledge and could be expanded upon. --[[User:Janus|Janus]] 12:52, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
There is no way to refuse a counter-offer, is there? The only option is to hit {{k|Enter}}, and the &amp;quot;goods are added to the pot&amp;quot; as you say ... correct? --[[User:Juckto|Juckto]] 09:07, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Correct, however, you're free to simply remove the additionally requested items and re-offer. In the case of a new trader in his first few trade sessions, this will likely work, as he gained experience (probably a LOT) just by offering. Even if it doesn't, as long as you don't repeat it many times (4+ I'd say) then there's no real risk of driving them off. --[[User:N9103|Edward]] 13:16, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Goblins butchering my caravans. ==&lt;br /&gt;
&lt;br /&gt;
Every time I trade with the caravans, a goblin ambush comes and the merchants are all killed. Ive taken new measures to prevent this, but will merchants come back to trade? and what effect does their death have? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Wafl|Wafl]] ([[User talk:Wafl|talk]]•[[Special:Contributions/Wafl|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My caravans get shot up by goblins all the time.  Then you get to loot their stuff.  The caravans always seem to come back next year.  [[User:Ripheus|Ripheus]] 22:49, 24 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trading flowchart ==&lt;br /&gt;
&lt;br /&gt;
Given a number of questions on the forums, it may be a good idea to put together a flowchart of the steps involved in trading. I will draft something up here (at least partially so I can safely screw up my first attempt on this wiki)&lt;br /&gt;
&lt;br /&gt;
Tasks are sequential top-to-bottom, but can be done in parallel left-to-right&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 rowspan=2| Make or obtain goods to trade || Build Depot ({{K|b}} - {{K|D}})&lt;br /&gt;
|-&lt;br /&gt;
| Ensure Depot is accessible ({{K|D}})&lt;br /&gt;
Check green area reaches edge of map&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Wait until a caravan arrives on the map&lt;br /&gt;
&amp;quot;A--- caravan from --- has arrived.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Set goods to be traded ({{K|q}} - {{K|g}}) || Request a trader ({{K|q}} - {{K|r}}) || Wait for caravan to reach the depot&lt;br /&gt;
&amp;quot;Merchants have arrived and are unloading their goods&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Wait for goods to be hauled || Wait for the trader to finish their other tasks and go to the depot || Wait for the rest of the caravan to reach the depot and be unloaded &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Begin actual trading ({{K|q}} - {{K|t}})&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hmm. Is there a better way to show this? It may not help much as is... [[User:Kaypy|Kaypy]]&lt;br /&gt;
&lt;br /&gt;
:Ask and ye shall receive&lt;br /&gt;
{|cellspacing=0 align=center&lt;br /&gt;
|-&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=50|&lt;br /&gt;
|width=1|&lt;br /&gt;
|width=50|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Arrive at fortress location&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Create Goods&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Build Depot&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Check Depot is accessible&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=4 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|colspan=2|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Set goods to be traded&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 rowspan=5 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for caravan to arrive at depot and merchants to finish unloading&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Wait for goods to be hauled&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Request the trader at the depot and turn off his other labours&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|colspan=5|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot; height=20|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|colspan=7 style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4 height=20 width=3|&lt;br /&gt;
|style=&amp;quot;border: 1px solid #aaa;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|&lt;br /&gt;
|colspan=3 style=&amp;quot;border: 1px solid #aaa;&amp;quot; align=center|Trade&lt;br /&gt;
|}&lt;br /&gt;
You'll note I shifted the location of requesting trader --[[User:Juckto|Juckto]] 08:46, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Offerings ==&lt;br /&gt;
&lt;br /&gt;
Can anyone expound on the function of {{K|o}}ffering goods as gifts to traders? I tried giving the elves about 1000 worth of tchotchkes, and the next year they showed up with more goods than I've ever seen -- lots of caged animals, whereas I usually get very few, and so on. However, other times I gave them more and it seemed nothing changed. [[User:Anydwarf|Anydwarf]] 12:01, 7 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18934</id>
		<title>40d:Kennel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Kennel&amp;diff=18934"/>
		<updated>2008-05-07T04:57:06Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Kennel|key=k&lt;br /&gt;
|job= &lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* [[Animal training]]&lt;br /&gt;
* [[Small animal dissection]]&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
|purpose=&lt;br /&gt;
* Train [[Hunting dog]]s&lt;br /&gt;
* Train [[War dog]]s&lt;br /&gt;
* Capture [[Vermin]]&lt;br /&gt;
* [[Tame]] [[Vermin]]&lt;br /&gt;
* [[Tame]] [[cage]]d wild [[creature]]s &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''Kennel''' is a large 5x5 [[workshop]] for an [[animal trainer]]. To build a kennel you need one building material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[trapping]] [[skills]] enabled.&lt;br /&gt;
&lt;br /&gt;
===Kennel Tasks===&lt;br /&gt;
====Train a Hunting Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal, but not as strong as a war animal and can not be unassigned or placed in a cage any more.{{version|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
====Train a War Dog====&lt;br /&gt;
Requires: [[Cage|Uncaged]] [[Dog|stray dog]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
A war animal is a powerful fighter. [[War dog]]s make excellent companions when starting a fortress, when you can't spare many dwarves for fighting. &lt;br /&gt;
&lt;br /&gt;
====Capture a Live Land Animal====&lt;br /&gt;
Requires: [[Animal Trap]] and a [[Trapper]].&lt;br /&gt;
&lt;br /&gt;
Direct animal trappers to attempt to capture vermin in an animal trap. The trapper will carry an animal trap around the fortress and look for vermin to pounce on; then the trap will be hauled to an animal [[stockpile]]. Dwarves can eat vermin, or adopt them after they have been tamed.&lt;br /&gt;
&lt;br /&gt;
====Tame a Small Animal====&lt;br /&gt;
Requires: Trapped vermin and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
This is used to tame vermin for adoption as pets.&lt;br /&gt;
&lt;br /&gt;
====Tame a Large Animal====&lt;br /&gt;
Requires: [[Traps#Cage_Trap|Caged wild animal]] and an [[Animal trainer]].&lt;br /&gt;
&lt;br /&gt;
The animal trainer uses it to tame wild [[creatures|animals]] not already domesticated, such as [[wolf|wolves]] and [[tiger]]s that have been caught in cage traps.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9680</id>
		<title>40d Talk:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Known_bugs_and_issues&amp;diff=9680"/>
		<updated>2008-05-07T03:30:02Z</updated>

		<summary type="html">&lt;p&gt;Anydwarf: /* Body part overload */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of my founding 7 dwarves got a mood.  after acquiring one each of 3 of the 4 things he screamed for, he needed only &amp;quot;rough gems&amp;quot;.  He asked for crystal glass: I made it for him and he acquired it.  He got the rock and wood(?) on his own, leaving only the &amp;quot;rough gems&amp;quot;... however, he just sat there screaming for them.  I assumed he wanted gems I didn't have at this point, and In a moment of frustration decided to backup the save and abuse the reaction system to produce /all/ the gems.  however, producing 3 each of all rough gems, (and large gems, and cut gems, and gem blocks), he still just sits there screaming.  I'm wondering if there may be a bug where a dwarf wants something that doesn't actually exist, either that or he didn't notice the gems sitting in the stockpile.  Either way, it seems buggy.  I'm open to suggestions.  FWIW, the jeweler's workshop can see the rough gems to cut them. :(&lt;br /&gt;
--[[User:Vaevictus|Vae]] 08:00, 27 November 2007 (EDT)&lt;br /&gt;
:There was a temporary workaround mentioned on the forums. If you have a save before that dwarf went for the glass - forbid all your green, clear and crystal glass, get some gems, wait for that dwarf to haul all gems and then reclaim the glass. I wonder if forbidding the already hauled glass via {{K|t}}, scroll down,{{K|f}} can have any effect? (it works with built beds and wells) --[[User:Another|Another]] 08:22, 27 November 2007 (EST) &lt;br /&gt;
:: does that mean it was the fact that he couldn't find any of the remaining items that he stopped looking?  the {{K|t}} - {{K|f}} thing almost works ... it de-tasks them ... but apparently has no effect as the dwarf just immediately re-tasked them, despite being forbidden.  Perhaps a bug.  anyway... i'm gonna move back a few versions... i've kept all my saves in SVN :) --[[User:Vaevictus|Vae]] 10:20, 27 November 2007 (EDT)&lt;br /&gt;
:::There probably is a bug when raw glass counts for raw gems in some occasions and do not in others while collecting materials for mood and checking already collected to determine the next to collect. Usually {{K|f}}orbidding items that are TSK cansels their 'tasked' state along with the corresponding job. I cannot guarantee that a new bug won't be created in this process. Also try to forbid the whole workshop via {{K|d}} - {{K|f}}--[[User:Another|Another]] 10:34, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Could it be that the 'floating bug' is simply one space that no channel was dug to? I had this once, but corrected it with just making the stuck dwarf miner and set the space to be made into channel.&lt;br /&gt;
&lt;br /&gt;
: When building a set of pumps I dug out a channel above the solid square of a pump.  The rock from the square and the dwarf who dug it out were then stuck in the air until I removed the pump below them.  Then the Dwarf fell and wandered off but the rock was still hovering.  I think I built a floor from that rock and then dug it out and that worked, but that doesn't make much sense because no one would've been able to get to that square to get the rock to build with.  Unless rocks on a square can be used to build something with 0 hauling (ie. you don't have to touch them at all you can just build directly) I may have misremembered that part. --[[User:Lacero|Lacero]] 04:08, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Digging: From the old version, dwarves preferred to dig from left to right, and I suspect the &amp;quot;digging from the far end&amp;quot; thing is where that comes from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hehe, Adventure mode: &amp;quot;The sturgeon has drowned&amp;quot;. My buddies attacked it and it probably lost it's gills or something. Kinda like suffocating cause you got no lungs. Which was also funny the first time I saw it. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
: Could this be because when a sturgeon is taken out of water, and it basically &amp;quot;drowns&amp;quot; in the oxygen? [[User:Schm0|Schm0]] 15:35, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is there anyway to clean blood/vomit/water off your gear in adventure mode? Will dwarves clean themselves in fortress mode? I was never too sharp on how the cleaning job worked. [[User:HeckRuler|HeckRuler]] 15:33, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Now with a new version released, I think this page needs cleaning or at least separating bugs in old version from the bugs left in the current version. --[[User:Mizipzor|Mizipzor]] 17:16, 1 November 2007 (EDT)&lt;br /&gt;
:I disagree. The old version is old. Any old bugs that linger are still bugs. [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I seem to be having troubles getting dwarves to work with stockpiles like they used to. They refuse to move these seeds, despite the seeds not being in a stockpile and there being a stockpile designated for seeds. My anvil has sat outside for half a month now despite there being a designated spot specifically for anvils one level down.&lt;br /&gt;
Is Z-axis messing with dwarf perception of customized stockpiles? Hmm. [[User:Kefkakrazy|Kefkakrazy]] 23:12, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've noticed--not tried to repro--that a custom stockpile for seeds will attract other Food items until a general Food stockpile is created.  My first fort did this, plump helmets didn't get harvested until I created said Food pile, and only after they moved barrels of meat OUT of the seed stockpile.--[[User:Draco18s|Draco18s]] 23:22, 1 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that blood disappearance is, as noted in Infinite Blood, buggered. I've had a few raccoons get eaten by my dogs and there's STILL blood, months later. It's possible that custom stocks got buggered too. [[User:Kefkakrazy|Kefkakrazy]] 00:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Seeds not going to a seed stockpile appears to have been fixed as of v 0.27.169.33a. That is, I've got seeds going to the correct stockpile now. Huzzah! --[[User:Surma|Surma]] 01:16, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I upgraded versions and I'm still having troubles with custom stockpiles. Either dwarves are just too busy to do the hauling or customized stockpiles are not being done properly.[[User:Kefkakrazy|Kefkakrazy]] 03:52, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I had problems with stockpiles, there's a new options at the bottom for &amp;quot;Additional Options&amp;quot; which provides ''Allow Plant/Animal'' and ''Allow Non-Plant/Animal'' - if either of these are turned off, stuff doesn't get moved. Simple mistake, caused 4 of my stockpiles to be left empty for half  year. Anyone else had this problem? Have you checked for it? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
I'm not sure if this is a bug. My graveyard is outside where my hunter was laid down and rotted. He was then put in a minty fresh coffin inside. Miasma started pouring out after a while. I don't remember this happening in the previous version, but even so. It's not like they DON'T rot just because they got stuffed in a coffin in time. I also kinda assumed that coffins are sealed. Bug or no? [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I'm thinking that the humans allowing you to build a fortress inside of their cities would be considered a bug. --[[User:Ikkonoishi|Ikkonoishi]] 23:28, 3 November 2007 (EDT)&lt;br /&gt;
== Adding usernames to main page ==&lt;br /&gt;
&lt;br /&gt;
People, shall we try to keep the discussions on the discussion page and on the article page only information? I see a lot of user tags, etc on the article page. This clutters the page a bit. What do you guys think? I think we should strive for a reduction of usernames on the article pages, as that is nicer to look at. --[[User:Soyweiser|Soyweiser]] 11:20, 2 November 2007 (EDT)&lt;br /&gt;
:hmmm. Meh. It's not an encyclopedia, it's a bug report. This page at least. Theoretically, Toady could ask us about a bug we encountered. Known bugs &amp;amp; issues are things that are broken and are probably going to stay broken so people should avoid them. Which made sence when it was a year since the last release. But currently it's more dynamic. Maybe we should rename this page to &amp;quot;Bug Report&amp;quot; [[User:HeckRuler|HeckRuler]] 13:18, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Picky Elves? ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The elves will not trade for Orthoclase or Gabbro rock crafts because the crafts were once alive, although gabbro and orthoclase are igneous rocks that form by the cooling of magma and were never actually alive. Hence, it's a bug. &lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Can someone confirm this?  Its probably just that the items in question had blood splatters. --[[User:Karlito|Karlito]] 20:14, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Burning Corpses ==&lt;br /&gt;
&lt;br /&gt;
I found a bug when you burn a corpse in adventure mode. Whenever i put a corpse near a tree and light the tree on fire, the corpse eventually gets burnt to just bones, but for some reason i get 2 sets of bones. For example a human would give my skull, bones(7), skull, bones(7). [[User:Diabl0658|Diabl0658]] 17:54, 8 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Outdoor Pathways ==&lt;br /&gt;
&lt;br /&gt;
I was trading with the human caravan and a minute or two after I finished a goblin army showed up on the map. Not being too worried I set the order for all dwarves to stay indoors. Unfortunately I had failed to notice that my trade depot, which was just outside my front gate dug into a little cove in the side of the mountain, was being registered as &amp;quot;inside&amp;quot; even though the dwarves had to go outside to get there. They didn't cancel the jobs to haul the items in the depot, causing them to be slaughtered by the goblin army. Is this a bug? Also, when I set the order for them to stay inside they seem to dance around the entrance canceling jobs and then getting them again over and over. Thanks. [[User:Rotinaj|Rotinaj]]&lt;br /&gt;
&lt;br /&gt;
== Body part overload ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the body part system seems to be blown. I can't get it to work for some reason--I'm modding a certain race in known as the solen, in a nod to Ultima Online. The parts appear just fine on the adventure checkup, and aren't damaged. But when I start adventure mode, I immediately fall down. On top of this, my solen is shown with a flashing red + sign on top of it as if it was badly hurt. But, as previously stated, I check and I see no injuries. Moving on the overworld 'fixes' this, but just while travelling. When I actually enter the normal map, the solen just falls down again. I've apparently come close to isolating the problem, but interestingly enough, the arachnid (from the modding tutorial) works perfectly and is in the same file as the solen body definitions. I made new entity, body, and creature files for both races. The contents are as follows:&lt;br /&gt;
&lt;br /&gt;
body_solen.txt:&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 body_solen&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:BODY]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:SOLENBODY]&lt;br /&gt;
 [BP:HD:head][CON:CH][HEAD]&lt;br /&gt;
 [BP:CH:chest][UPPERBODY]&lt;br /&gt;
 [BP:AB:abdomen][CON:CH][LOWERBODY]&lt;br /&gt;
 [BP:MD:mandibles][CON:HD][MOUTH]&lt;br /&gt;
 [BP:ULA:upper left arm][CON:CH][LIMB][LEFT]&lt;br /&gt;
 [BP:URA:upper right arm][CON:CH][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:lower left arm][CON:ULA][LIMB][LEFT]&lt;br /&gt;
 [BP:LRA:lower right arm][CON:URA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:LRA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LE:left compound eye][CON:HD][SIGHT][SMALL][EMBEDDED][LEFT]&lt;br /&gt;
 [BP:RE:right compound eye][CON:HD][SIGHT][SMALL][EMBEDDED][RIGHT]&lt;br /&gt;
 [BP:LA:left antenna][CON:HD][NERVOUS][LEFT]&lt;br /&gt;
 [BP:RA:right antenna][CON:HD][NERVOUS][RIGHT]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:SOLENLEGS]&lt;br /&gt;
 [BP:LLL1:left front leg][CON:TX][LIMB][LEFT][STANCE]&lt;br /&gt;
 [BP:LLL2:left middle leg][CON:TX][LIMB][LEFT][STANCE]&lt;br /&gt;
 [BP:LLL3:left back leg][CON:TX][LIMB][LEFT][STANCE]&lt;br /&gt;
 [BP:RLL1:right front leg][CON:TX][LIMB][RIGHT][STANCE]&lt;br /&gt;
 [BP:RLL2:right middle leg][CON:TX][LIMB][RIGHT][STANCE]&lt;br /&gt;
 [BP:RLL3:right back leg][CON:TX][LIMB][RIGHT][STANCE]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:ARACHNOBODY]&lt;br /&gt;
 [BP:UB:upper body][UPPERBODY]&lt;br /&gt;
 [BP:LB:abdomen][CON:UB][LOWERBODY]&lt;br /&gt;
 [BP:HD:head][CON:UB][HEAD]&lt;br /&gt;
 [BP:RUA:right upper arm][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LUA:left upper arm][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RLA:right lower arm][CON:RUA][LIMB][RIGHT]&lt;br /&gt;
 [BP:LLA:left lower arm][CON:LUA][LIMB][LEFT]&lt;br /&gt;
 [BP:RH:right hand][CON:RLA][GRASP][RIGHT]&lt;br /&gt;
 [BP:LH:left hand][CON:LLA][GRASP][LEFT]&lt;br /&gt;
 [BP:RA1:right first leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA1:left first leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF1:right first claw][CON:RA1][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF1:left first claw][CON:LA1][STANCE][LEFT]&lt;br /&gt;
 [BP:RA2:right second leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA2:left second leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF2:right second claw][CON:RA2][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF2:left second claw][CON:LA2][STANCE][LEFT]&lt;br /&gt;
 [BP:RA3:right third leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA3:left third leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF3:right third claw][CON:RA3][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF3:left third claw][CON:LA3][STANCE][LEFT]&lt;br /&gt;
 [BP:RA4:right fourth leg][CON:LB][LIMB][RIGHT]&lt;br /&gt;
 [BP:LA4:left fourth leg][CON:LB][LIMB][LEFT]&lt;br /&gt;
 [BP:RF4:right fourth claw][CON:RA4][STANCE][RIGHT]&lt;br /&gt;
 [BP:LF4:left fourth claw][CON:LA4][STANCE][LEFT]&lt;br /&gt;
 &lt;br /&gt;
 [BODY:8EYES]&lt;br /&gt;
 [BP:REYE:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT]&lt;br /&gt;
 [BP:REYE:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fourth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:fifth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:sixth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]&lt;br /&gt;
 [BP:REYE:seventh eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
 [BP:LEYE:eighth eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
creature_solen.txt:&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 creature_solen&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:SOLEN]&lt;br /&gt;
 	[NAME:solen:solen:solen]&lt;br /&gt;
 	[TILE:'&amp;amp;'][COLOR:0:0:1]&lt;br /&gt;
 	[GENPOWER:4][CHITIN][STOUT]&lt;br /&gt;
 	[INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
 	[PREFSTRING:chitinous plating]&lt;br /&gt;
 	[PREFSTRING:large abdomens]&lt;br /&gt;
 	[BODY:SOLENBODY:SOLENLEGS:BRAIN:HEART:GUTS]&lt;br /&gt;
 	[SPEED:700]&lt;br /&gt;
 	[MAXAGE:100:125]&lt;br /&gt;
 	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
 	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
 	[CHILD:2][LITTERSIZE:1:7][CHILDNAME:solen larva:solen larvae]&lt;br /&gt;
 	[LIKES_FIGHTING]&lt;br /&gt;
 	[DAMBLOCK:3]&lt;br /&gt;
 	[FAT:1]&lt;br /&gt;
 	[SIZE:8]&lt;br /&gt;
 	[ALL_ACTIVE]&lt;br /&gt;
 	[EQUIPS][NO_SLEEP][NOFEAR][NOEXERT][NO_DRINK][NO_EAT][PARALYZEIMMUNE]&lt;br /&gt;
 	[WEBBER][WEBIMMUNE][THICKWEB]&lt;br /&gt;
 	[BLOODTYPE:W]&lt;br /&gt;
 	[EXTRAVISION]&lt;br /&gt;
 	[EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
 	[EXTRACT_PARALYZE]&lt;br /&gt;
 	[CRAFTSMAN_NAME:crafter:crafters]&lt;br /&gt;
 	[FISHERMAN_NAME:fisher:fishers]&lt;br /&gt;
 	[HAMMERMAN_NAME:hammerer:hammerers]&lt;br /&gt;
 	[SPEARMAN_NAME:spearfighter:spearfighters]&lt;br /&gt;
 	[CROSSBOWMAN_NAME:marksfighter:marksfighters]&lt;br /&gt;
 	[AXEMAN_NAME:axefighter:axefighters]&lt;br /&gt;
 	[SWORDSMAN_NAME:swordfighter:swordfighters]&lt;br /&gt;
 	[MACEMAN_NAME:macefighter:macefighters]&lt;br /&gt;
 	[PIKEMAN_NAME:pikefighter:pikefighters]&lt;br /&gt;
 	[BOWMAN_NAME:bowfighter:bowfighters]&lt;br /&gt;
 	[SPEECH:elf.txt]&lt;br /&gt;
 	[STANDARD_FLESH]&lt;br /&gt;
 	[HOMEOTHERM:10040]&lt;br /&gt;
 	[LAYERING:45]&lt;br /&gt;
 	[SWIMS_INNATE][SWIM_SPEED:3000]&lt;br /&gt;
 	[PERSONALITY:IMMODERATION:0:55:100]&lt;br /&gt;
 	[PERSONALITY:VULNERABILITY:0:45:100]&lt;br /&gt;
 	[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:ARACHNID]&lt;br /&gt;
    [NAME:arachnid:arachnids:arachnid]&lt;br /&gt;
    [TILE:'&amp;amp;'][COLOR:7:0:0]&lt;br /&gt;
    [MODVALUE:20]&lt;br /&gt;
    [INTELLIGENT][CANOPENDOORS]&lt;br /&gt;
    [LARGE_CHASM][FREQUENCY:1][DIFFICULTY:4]&lt;br /&gt;
    [SPEED:700]&lt;br /&gt;
    [STOUT]&lt;br /&gt;
    [EXTRACT:giant cave spider venom:7:0:0]&lt;br /&gt;
    [EXTRACT_VALUE:100]&lt;br /&gt;
    [EXTRACT_PARALYZE][NATURAL][PET_EXOTIC]&lt;br /&gt;
    [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]&lt;br /&gt;
    [WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE][WEBBER][THICKWEB]&lt;br /&gt;
    [GENPOWER:4]&lt;br /&gt;
    [BLOODTYPE:W][CHITIN]&lt;br /&gt;
    [PETVALUE:2500]&lt;br /&gt;
    [GRASSTRAMPLE:10]&lt;br /&gt;
    [CARNIVORE][BONECARN][NO_DRINK]&lt;br /&gt;
    [EXTRAVISION][NOSTUN][NOEXERT][NOFEAR][NOSLEEP][LIKES_FIGHTING]&lt;br /&gt;
    [BUILDINGDESTROYER:1]&lt;br /&gt;
    [PREFSTRING:terrifying presence]&lt;br /&gt;
    [BODY:ARACHNOBODY:8EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH:5FINGERS]&lt;br /&gt;
    [SIZE:10]&lt;br /&gt;
    [MAXAGE:20:30]&lt;br /&gt;
    [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
    [ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
    [FAT:2]&lt;br /&gt;
    [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
    [DAMBLOCK:4]&lt;br /&gt;
    [ALL_ACTIVE]&lt;br /&gt;
    [BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
    [STANDARD_FLESH]&lt;br /&gt;
    [HOMEOTHERM:10067]&lt;br /&gt;
    [LAYERING:50]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
entity_solen.txt:&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 entity_solen&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:SOLEN]&lt;br /&gt;
 	[CIV_CONTROLLABLE]&lt;br /&gt;
 	[INDIV_CONTROLLABLE]&lt;br /&gt;
 	[CREATURE:SOLEN]&lt;br /&gt;
 	[TRANSLATION:ELF]&lt;br /&gt;
 	[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
 	[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]&lt;br /&gt;
 	[TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]&lt;br /&gt;
 	[SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 	[CURRENCY_BY_YEAR]&lt;br /&gt;
 	[CURRENCY:COPPER:1]&lt;br /&gt;
 	[CURRENCY:SILVER:5]&lt;br /&gt;
 	[CURRENCY:GOLD:15]&lt;br /&gt;
 	[SELECT_SYMBOL:ALL:ARTIFICE]&lt;br /&gt;
 	[SELECT_SYMBOL:ALL:EARTH]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 	[CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
 	[GEM_PREF]&lt;br /&gt;
 	[STONE_PREF]&lt;br /&gt;
 	[INDOOR_FARMING]&lt;br /&gt;
 	[USE_CAVE_ANIMALS]&lt;br /&gt;
 	[USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 	[COMMON_DOMESTIC_PACK]&lt;br /&gt;
 	[COMMON_DOMESTIC_PULL]&lt;br /&gt;
 	[COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 	[COMMON_DOMESTIC_PET]&lt;br /&gt;
 	[USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 	[ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]&lt;br /&gt;
 	[ART_IMAGE_ELEMENT_MODIFIER:TREE:64]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:BANDS:384]&lt;br /&gt;
 	[ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]&lt;br /&gt;
 	[ADVENTURE_TIER:5]&lt;br /&gt;
 	[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
 	[DEFAULT_SITE_TYPE:CAVE]&lt;br /&gt;
 	[LIKES_SITE:CAVE]&lt;br /&gt;
 	[TOLERATES_SITE:CITY]&lt;br /&gt;
 	[TOLERATES_SITE:TREE_CITY]&lt;br /&gt;
 	[TOLERATES_SITE:CAVE_DETAILED]&lt;br /&gt;
 	[LEADER_TYPE:KING]&lt;br /&gt;
 	[SITE_LEADER_TYPE:STANDARD]&lt;br /&gt;
 	[START_BIOME:MOUNTAIN]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_WETLAND:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_DESERT:1]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_FOREST:3]&lt;br /&gt;
 	[BIOME_SUPPORT:MOUNTAIN:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SAVANNA:4]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_SHRUBLAND:3]&lt;br /&gt;
 	[BIOME_SUPPORT:ANY_RIVER:1]&lt;br /&gt;
 	[DIPLOMAT]&lt;br /&gt;
 	[MERCHANT_BODYGUARDS]&lt;br /&gt;
 	[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
 	[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
 	[SIEGER]&lt;br /&gt;
 	[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
 	[START_GROUP_NUMBER:10]&lt;br /&gt;
 	[MAX_POP_NUMBER:500]&lt;br /&gt;
 	[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
 	[RELIGION:PANTHEON]&lt;br /&gt;
 	[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
 	[RELIGION_SPHERE:JEWELS]&lt;br /&gt;
 	[RELIGION_SPHERE:METALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MINERALS]&lt;br /&gt;
 	[RELIGION_SPHERE:MOUNTAINS]&lt;br /&gt;
 	[RELIGION_SPHERE:WEALTH]&lt;br /&gt;
 	[MAYOR]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ARACHNIDS]&lt;br /&gt;
    [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
    [CREATURE:ARACHNID]&lt;br /&gt;
    [INDIV_CONTROLLABLE]&lt;br /&gt;
    [ADVENTURE_TIER:4]&lt;br /&gt;
    [TRANSLATION:ELF]&lt;br /&gt;
    [CLOTHING]&lt;br /&gt;
    [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
    [ITEM_THIEF]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_WETLAND:2]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_DESERT:3]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
    [BIOME_SUPPORT:MOUNTAIN:4]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_GRASSLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SAVANNA:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_SHRUBLAND:1]&lt;br /&gt;
    [BIOME_SUPPORT:ANY_RIVER:2]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:EVIL]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:VIOLENT]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:DEATH]&lt;br /&gt;
    [SELECT_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
    [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
    [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:HOLY]&lt;br /&gt;
    [CULL_SYMBOL:ALL:PEACE]&lt;br /&gt;
    [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
    [CULL_SYMBOL:ALL:GOOD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
...And that's it. I'm really frustrated with this; notice how the Solen section of body parts is fairly simple--I cut out most of it in an attempt to fix the problem. I thought it was because of the massive number of body parts, but since the arachnid now has more ''and works fine,'' I don't think this is the case. I'm utterly baffled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Please, please help. [[User:Midna|Midna]] 23:10, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Where's the thorax? Your solen's legs are connected to &amp;quot;TX&amp;quot;, which I guess is the thorax, but nothing is defined with that ID that I see. [[User:Anydwarf|Anydwarf]] 23:30, 6 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Anydwarf</name></author>
	</entry>
</feed>