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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Axe27</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-02T10:51:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2016</id>
		<title>40d:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire&amp;diff=2016"/>
		<updated>2008-11-06T12:53:52Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A border of exclamation marks (!!) on an item or [[dwarf]] name indicates that it is on '''fire'''.&lt;br /&gt;
Items on fire also release smoke and ignite adjacent items.  The color of the name of burning dwarves will alternate between yellow and red (it may do so forever after the dwarf died).&lt;br /&gt;
&lt;br /&gt;
This had problems in the old version, in that the burning items set other nearby items on fire.  A good example:&lt;br /&gt;
&lt;br /&gt;
#Dwarf gets hit by fireball from [[fire imp]] at the [[magma forge]]&lt;br /&gt;
#Dwarf runs around his business, as he takes burning damage he goes for a rest, and heads for the [[barracks]]&lt;br /&gt;
#The dwarf dies on the way.  Someone comes and picks up his !![[giant cave spider]] [[silk]] [[shoe]]!! and puts it on.  His clothing catches on fire&lt;br /&gt;
#This dwarf also feels hurt and heads for the barracks, but this one gets on the [[wood]]en [[bed]], lighting that up.&lt;br /&gt;
#Nearby beds light up; dwarves sleep on that [[bed]] and the others near it and get lit up themselves, as well as the dwarves going for the !![[cave spider]] [[silk]] [[robe]]!!&lt;br /&gt;
#Some of these dwarves go past the [[alcohol]] stores for a drink, these light up.  now a fair portion of the fortress is on fire.&lt;br /&gt;
#Remaining dwarves will have other barracks to sleep in, and some of them have rooms.  they go back and set more of their stuff on fire&lt;br /&gt;
#Three months later: everything is burning and all your dwarves are dead because none of them fell in the [[river]](Which in the old version wouldn't actually put your dwarves out).&lt;br /&gt;
#Wasn't that [[fun]]?&lt;br /&gt;
&lt;br /&gt;
==Forest fires==&lt;br /&gt;
&lt;br /&gt;
===Origins===&lt;br /&gt;
Creatures such as [[Fire imp]]s can cause a forest fire by lighting up another creature with a fire attack.  Fire may then catch on the grass around, which will in turn slowly spread to all connected grass, generating smoke in the meantime.  Anything that is flammable and stands on burning grass (if you loo{{k|k}} at it you will see &amp;quot;A fire&amp;quot;) also has a chance to catch fire each turn.  Your entire area may burn if you are unlucky enough.  Fire will turn [[grass]] into ashes, though strangely, not usable [[ash|ashes]].&lt;br /&gt;
&lt;br /&gt;
===Preventing forest fires===&lt;br /&gt;
It is recommended to guard the surroundings of the any exterior [[magma]] pool with [[Marksdwarf|Marksdwarves]] so that creatures don't have a chance to light anything up (except the Marksdwarves themselves, but this is unlikely if they are well trained).  Having walls or better yet fortifications all around the pools is likely to prevent all possible forest fires. Strangely [[Grizzly Bear|Grizzly Bears]] seems to be ineffective against such a threat.&lt;br /&gt;
&lt;br /&gt;
===Protecting from forest fires===&lt;br /&gt;
Since dwarves will not pay attention to fires , and dwarves will rush to move their dead friends to the graveyard, you may end up very quickly with heavy casualties if you do not {{k|o}}rder all dwarves to stay {{k|i}}nside.  If you have precious items and buildings outside, it is also possible to dig a [[channel]] to stop the fire from spreading any more (they are cheaper then walls, offer the same protection and, most importantly, a much faster to create).&lt;br /&gt;
&lt;br /&gt;
Know however that merchants will not pay anymore attention to the fire than your own dwarves, so you may also want to protect them in the same fashion, even if it should change their path, otherwise they could all happily walk into flames when leaving the region (or worse, stand for days on &amp;quot;A fire&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Irregularities===&lt;br /&gt;
Forest fires present certain irregularities that you should take in consideration {{version|0.28.181.40d}}:&lt;br /&gt;
*[[Trees]], [[plants]] and other [[map tile]]s will '''not''' be destroyed in the fire.  That makes them very easy to spot after a forest fire, and also a possible (if unlikely) natural defense.  [[Items]], however, may burn.&lt;br /&gt;
*Grassy slopes will not catch on fire, thus preventing the fire from spreading accross z-levels.&lt;br /&gt;
*Forest fires, no matter how big, will never cross a [[channel]] or a non-wooden [[road]].&lt;br /&gt;
*Fires won't cross an empty stockpile, providing an even fast way to create firebreaks.&lt;br /&gt;
&lt;br /&gt;
Note that actively making use of these irregularities may be considered an [[exploit]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29378</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29378"/>
		<updated>2008-10-19T15:47:30Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain events/conditions can drive a dwarf insane.&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* A diplomat who is trapped inside the fortress for a long time. A caged diplomat will go insane immediately (e.g. if he falls unconscious while standing on [[cage trap]])&lt;br /&gt;
* Being very [[thought|unhappy]] for a long time.&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity:&lt;br /&gt;
&lt;br /&gt;
; Stark, raving mad (crawling around babbling!)&lt;br /&gt;
:The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.&lt;br /&gt;
; Melancholy&lt;br /&gt;
:The afflicted dwarf refuses to eat or drink, and will eventually starve to death.&lt;br /&gt;
:If possible, the dwarf will commit suicide by jumping off a cliff or into water/magma.&lt;br /&gt;
; Berserk&lt;br /&gt;
:The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf (Especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
&lt;br /&gt;
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family.  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29377</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29377"/>
		<updated>2008-10-19T15:47:25Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain events/conditions can drive a dwarf insane.&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* A diplomat who is trapped inside the fortress for a long time. A caged diplomat will go insane immediately (e.g. if he falls unconscious while standing on [[cage trap]])&lt;br /&gt;
* Being very [[thought|unhappy]] for a long time.&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity:&lt;br /&gt;
&lt;br /&gt;
; Stark, raving mad (crawling around babbling!)&lt;br /&gt;
:The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.&lt;br /&gt;
; Melancholy&lt;br /&gt;
:The afflicted dwarf refuses to eat or drink, and will eventually starve to death.&lt;br /&gt;
:If possible, the dwarf will commit suicide by jumping off a cliff or into water/magma.&lt;br /&gt;
; Berserk&lt;br /&gt;
:The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf (Especially one carrying an [[artifact]] weapon).; [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
&lt;br /&gt;
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family.  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29376</id>
		<title>40d:Insanity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Insanity&amp;diff=29376"/>
		<updated>2008-10-19T15:47:11Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Certain events/conditions can drive a dwarf insane.&lt;br /&gt;
* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].&lt;br /&gt;
* A diplomat who is trapped inside the fortress for a long time. A caged diplomat will go insane immediately (e.g. if he falls unconscious while standing on [[cage trap]])&lt;br /&gt;
* Being very [[thought|unhappy]] for a long time.&lt;br /&gt;
&lt;br /&gt;
There are three types of insanity:&lt;br /&gt;
&lt;br /&gt;
; Stark, raving mad (crawling around babbling!)&lt;br /&gt;
:The afflicted dwarf will drop all their items and stand around babbling until they die of hunger or thirst.&lt;br /&gt;
; Melancholy&lt;br /&gt;
:The afflicted dwarf refuses to eat or drink, and will eventually starve to death.&lt;br /&gt;
:If possible, the dwarf will commit suicide by jumping off a cliff or into water/magma.&lt;br /&gt;
; Berserk&lt;br /&gt;
:The afflicted dwarf attacks randomly, this can be dangerous if it happens to an experienced dwarf(Especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf though.&lt;br /&gt;
&lt;br /&gt;
Insanity always ends in the death of the afflicted dwarf, which will upset their friends and family.  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends decaying on open air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5892</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5892"/>
		<updated>2008-10-19T15:43:03Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Goblin|symbol=g|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their towers and dark fortresses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive if you have [[child]]ren in your fortress. They are stealthy like [[kobold]]s. Detecting them is announced by &amp;quot;Snatcher! Protect the children!&amp;quot;. They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose. After a few attempts goblin master [[thief|thieves]] will start showing up – besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies.&lt;br /&gt;
&lt;br /&gt;
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it, though it can be used as trade goods.  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, goblin &amp;quot;roads&amp;quot; are underground, and if you get in to one, unless you are ready, it can take a long walk to the other side, and you can not enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Living among them ==&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your [[wagon]] starts inside the stronghold, your dwarves will probably come to a quick and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers{{Version|0.27.169.33g}}.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]]. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GOBLIN]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&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][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:40:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21326</id>
		<title>40d Talk:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Adventurer_mode&amp;diff=21326"/>
		<updated>2008-10-05T05:00:36Z</updated>

		<summary type="html">&lt;p&gt;Axe27: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How -do- you capture flies, anyway? --[[User:Alfador|Alfador]] 19:13, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
How do I jump off cliffs in adventure mode? --[[User:Keizo|Keizo]]&lt;br /&gt;
: NO NO NO!!! Jumping of cliffs will quickly result in your death. A one z-level drop will cause injury, and oftentimes Cliffs are multiple z-levels high, and plunging 14 z-levels will kill you.--[[User:Axe27|Axe27]] 01:00, 5 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
The [http://www.bay12games.com/cgi-local/ultimatebb.cgi forums] would probably be a better place to ask questions like these, though the movement thing would probably go well in this article. To 'catch' flies, simply be on the same tile as a swarm of them, and {{key|g}}et one as if it were an item on the ground. To jump off cliffs or other such features, hold Alt while moving, and it'll give you a choice of where you want to go in that direction. --[[User:Hesitris|Hesitris]] 06:54, 16 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
The best way to get live animals is to &amp;quot;L&amp;quot;ook/search in the square, which will dig up a multitude of small bugs. Store them in your backpack and go to town with &amp;quot;Spinning Live Cockroach Hits The Cougar In The Head! Its Brain Is Broken!&amp;quot;-ness. --[[User:DuckofDoom|DuckofDoom]] 20:19, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
It mentions that you start out in the Mayor's House in a human town. Isn't that technically like the Town Hall or City Tavern, not the mayor's house. --[[User:Wahnsinniger|Wahnsinniger]] 20:57, 3 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Erm, pressing P doesn't equip items. Instead it tries to put them in containers.[[User:Patarak|Patarak]] 02:59, 12 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: Fixed &amp;quot;P&amp;quot;, here's some news from 38a though: i met a legendary bowman, and she told me off when i asked her to join. No more &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions except for Drunks now. --[[User:Digger|Digger]] 23:40, 18 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: Actually, its just the legendaries that ignore you. Lower class warriors are always happy to help. Sometimes they'll do your job for you!--[[User:Shadow archmagi|Shadow archmagi]] 05:50, 7 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I think it might be a good idea to talk about making adventure mode run faster on this page.  I can run a 6X6 fortress just fine, but for some reason, Adventure mode is slow as Toady's implementation of a UI. [[User:Pi|Pi]]&lt;br /&gt;
&lt;br /&gt;
Might wanna add a note that it apears that drunks are fairly good at using captured weapons. Twice now I've hada drunk wield a spear with incredible skill, killing an ettin, and one time, me when i tried to take the spear back after it was lodged into a werewolf and he grabbed it.--[[User:Darkone|Darkone]] 18:52, 2 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just added a note to wrestling noting that unconscious people are commonly found on beds and make terrific wrestling buddies.--[[User:Shadow archmagi|Shadow archmagi]] 14:42, 25 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Starting Location/Gear==&lt;br /&gt;
&lt;br /&gt;
It doesn't appear that humans start in the Mayor's house anymore, but in an inn of some sort.  Additionally, my starting dwarf seemed to start in a valley with no dwarf settlement nearby.  The dwarf was also lacking a wineskin.  [[User:Aristoi|Aristoi]] 15:03, 4 August 2008 (EDT)&lt;br /&gt;
:As long as I've been playing, a good few months now, it's always been the case that I've started in the tavern/inn. My dwarf also started in a valley outside of a dwarf settlement, but near to one. Hadn't really played a as a dwarf adventurer before, so I thought nothing of it. --[[User:Zombiejustice|Zombiejustice]] 17:05, 4 August 2008 (EDT)&lt;br /&gt;
::Perhaps the article needs to have its wording changed then.  There was no Mayor in the Inn, but I read on the forums there is a bug that causes him not to spawn sometimes.  Additionally, on another Dwarf runthrough, the dwarf did have a wineskin, and I was in a similar valley, but the minimap &amp;quot;tracker&amp;quot; leads me to a wide &amp;quot;pit&amp;quot; that drops into the dwarf fortress but no door.  I threw myself off and survived, but could not find an exit.  Just many many empty rooms with occasional people.[[User:Aristoi|Aristoi]] 09:49, 5 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Iron_man&amp;diff=38460</id>
		<title>40d Talk:Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Iron_man&amp;diff=38460"/>
		<updated>2008-09-27T17:11:58Z</updated>

		<summary type="html">&lt;p&gt;Axe27: /* Masterwork iron statue -&amp;gt; iron bar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What happens to severed limbs of iron men?&lt;br /&gt;
[[User:Echo Hotel|Echo Hotel]] 12:36, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure that they behave in the same way as the remains of vermin, just disintegrating without giving you anything.  [[User:Bouchart|Bouchart]] 19:00, 4 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Not so formidable ==&lt;br /&gt;
&lt;br /&gt;
had 2 woodcutters, complete rookies, chop 1 and a couple batmen to death in seconds --[[User:Digger|Digger]] 19:05, 4 March 2008 (EST)&lt;br /&gt;
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:A single lucky shot can take down almost anything.  That doesn't mean it's easy to beat normally.  --[[User:FunnyMan|FunnyMan]] 19:26, 19 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I'm going to back up digger on this issue: I had a masterwork iron statue turn up when I forgot that I had left my woodcutter drafted to scare off a kobold thief. 1 of 2 iron men down I thought (correctly). Then I  activated my assorted hunters (somehow - maybe because of my tropical biome - I had managed to have quite a few hunters turn up as migrants) and they got SLAUGHTERED even though they were supposed to be shooting from the other side of a chasm (iron man went running around the chasm to attack them... and they charged to the battle even though they are crossbow dwarves???).&lt;br /&gt;
::When I equipped half a dozen draftees with obsidian swords and leather armour they fared much better and turned the iron man into a statue with no dwarven casualties. Nobody had any military skill prior to the assault.&lt;br /&gt;
::So based on the observations of 2 I am removing the advice regarding using crossbows to kill them.[[User:GarrieIrons|GarrieIrons]] 23:21, 23 September 2008 (EDT)&lt;br /&gt;
:::I'll disagree with you there - you just need a semi-decent crossbowdwarf squad and a safe place to shoot from. --[[User:GreyMario|GreyMaria]] 01:08, 24 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Halloween stuff ==&lt;br /&gt;
There was a frightening storm outside, and every dwarfkin had gathered around the cosy fire in the main dining hall while their parents were tending to necessary tasks. Light from the fireplace danced and twinkled on the masterpiece iron statue that decorated the hall. All of a sudden ...&lt;br /&gt;
--[[User:Aykavil|Aykavil]] 10:11, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Masterwork iron statue -&amp;gt; iron bar ==&lt;br /&gt;
&lt;br /&gt;
they don't produce bones... but if you melt one how many iron bars do you get?[[User:GarrieIrons|GarrieIrons]] 23:23, 23 September 2008 (EDT)&lt;br /&gt;
:Why would you want to? It's worth a lot of moneys, leave it in your mayor's room. --[[User:GreyMario|GreyMaria]] 01:07, 24 September 2008 (EDT)&lt;br /&gt;
::They'll produce one iron bar.&lt;br /&gt;
&lt;br /&gt;
Urist Mcsmelter has been struck down. Reason:Smelted masterpiece for bars. --[[User:Axe27|Axe27]] 13:11, 27 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3852</id>
		<title>40d:Cave-in</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave-in&amp;diff=3852"/>
		<updated>2008-09-27T16:57:28Z</updated>

		<summary type="html">&lt;p&gt;Axe27: And now for my first edit:Getting rid of redlinks on articles that haven't been touched in a while.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave-in''' can occur if an area is detached from all supporting tiles. A room can be as large as you want to make it, as long as it is supported by at least one tile from below. The system is a bit buggy right now, since it is only a placeholder.{{version|0.27.176.38c}} Toady has stated he intends to implement more realistic cave-ins in future versions.&lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled through the [[Technical tricks|init]] file, by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
&lt;br /&gt;
Any ''unconnected'' section of terrain (rock, dirt, or construction that is completely disconnected from the rest of the world) will cave in. The game checks for terrain connections along the X, Y, and Z axes (that's left/right, up/down, and high/low). Diagonal connections are not taken into account yet. [[Stairs]] and [[support|supports]] will hold up the terrain. Some bridges will not hold up the terrain.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
* Any [[creature]] caught under the falling material is crushed and killed.&lt;br /&gt;
* Any item caught under falling natural terrain is encased in stone and must be dug out.&lt;br /&gt;
* Obviously, anything standing -on- the area that caves in falls and may be wounded. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone.&lt;br /&gt;
* A large amount of dust is generated; Any creature caught by the dust from the collapse is knocked [[unconscious]], and may recieve [[Wounds|injuries]]&lt;br /&gt;
* All [[building]]s and [[construction]]s under and above the falling area are destroyed&lt;br /&gt;
* Natural terrain will remain intact during the cave-in; the only effect is they are revealed. Constructions will deconstruct when they collide with solid terrain.&lt;br /&gt;
* Any terrain crashes through multiple [[floor]]s, and stops only upon reaching solid ground, where natural terrain piles up and constructions deconstruct.&lt;br /&gt;
* Mined stairs and ramps will settle like unmined rock; Stairs down that fall onto previously empty floors will reveal the level below. If there's rock or floor above them, it'll cover the stairs.&lt;br /&gt;
* Anything falling into a flow (like [[water]]) sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your gem pile was directly below and you had a magma tube three Z levels afterward... you get the idea.&lt;br /&gt;
* If your dwarves, animals, items, or even the seven simultaneous goblin sieges at your door are unfortunate enough to be caught in a cave-in flow (which, by the way, travels up Z levels quite often) they will be pushed around and likely sucked into a lower level.&lt;br /&gt;
:* This can be used to an advantage (i.e. drop a wooden floor such that the cave-in flow will push the invaders into your magma moat).&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a support under the stone mass, and link it to a distant lever. When you're done, hide everyone, pull the lever and watch the fireworks.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves channeling may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your miner if they get disconnected from the ground. Easy thing to miss the first time you do it.&lt;br /&gt;
&lt;br /&gt;
The solution here is to dig ramps instead, since these take away both the soil on the level you are digging on and the floor on the level above. This is not foolproof, however, as [[tree]]s will prevent the floor it's on from being removed, resulting a free-hanging floor when you carve the ramp around it.  In addition, ramps do not provide support for other tiles on the higher z-level; depending upon the order they are constructed, cave-ins may still occur.  &lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
&lt;br /&gt;
Intentional cave-ins serve three purposes:&lt;br /&gt;
&lt;br /&gt;
* Dams.  Caving in a section of rock above a river or underground river can provide a way to dam the river.  Similarly, causing a cave-in is probably the easiest way to be able to dig beneath an aquifer you can't dig around.&lt;br /&gt;
* Death.  Since a cave-in kills most creatures instantly, it can provide a convenient or amusing way to off a group of creatures. &lt;br /&gt;
* Clearing space.  If you wish to clear a large room over many z-levels, you could cut channels in each level individually, but that runs into the problem of dwarves stranding themselves while channeling.  Instead, you could mine out each level without bothering to channel, and then cause a cave-in afterwards -- the floors of each level will be destroyed without the use of channeling.&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Axe27</name></author>
	</entry>
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